Hi everyone, I’ve been working with Unreal for the past several months…and I just want to see if anyone else has this issue…
Does anyone else find learning the Blueprint experience to be incredibly UN-intuitive. Like it’s terribly frustrating? And this is coming from someone who has experience programming in C and C++, has worked with Game Maker Studio and Blender, and has experience as a visual artist.
I think it has to do with the fact that nothing is very well explained. It’s almost like everything related to teaching Unreal is “Here is your fish.” And not, “Here is how to fish.”
I’ve gone through several of the Epic Learning videos and even worked through a couple of paid tutorial series for Unreal Engine Blueprints and it still seems like NO ONE is explaining anything from a top-down general idea. Like no one explains…“Hey before we even start doing anything, let’s just talk about the different functions that are available and what they do and when to think about using them.” Instead it’s “We’re going to create this. Search for this function. Great. Now pull up this variable. Good. Yay it works!”
I’ve read through most of the online documentation and it’s just very generic cases. And when I go to code something there’s a whole string of variables I have to plug in that I didn’t even know were there to begin with. No one ever explained these set of variables that existed! So I’ll watch a Youtube video and someone does it like this or that. But…how did they even figure out how that works!!!
It’s just getting more frustrating. I finally decided yesterday that it might be the most efficient (albiet painful) route to just memorize all of the individual variables and functions (100+) per class, such as for the Player Controller class and Actor class, but when reading through the Blueprints API, the only information I get is something like this: for “BeginSpectatingState()” it is described as “Event when spectating begins.” Nothing else. Just that.
I really really want to have comfortable control over what I’m doing, but it’s really hard to create anything when there’s a serious gap of understanding, AND there’s a swamp of information I have to swim through to figure out how to creatively troubleshoot these issues.
Help! I’m having a hard time even just getting my character to move while continuously holding down the mouse button, and to have it rotate appropriately as well. Yes it would be nice to know how to do that specifically, but then I’ll have the next problem where I’ll need someone to tell me how to do THAT specifically then it’s right back to “Here’s your fish.”
OH! And if that wasn’t hard enough, some information needs to be adjusted in the “Details” panel. WTF? Like certain things only start to work ONCE I’ve selected it in the Details Panel. But I only know the things that activate in the details panel as a fluke when I was panic searching through google and some other chump also had the same SPECIFIC problem until someone mentioned that one little button they had to check in order to make everything work properly.
And the table of contents in the Unreal Documentation is terribly disorganized. Like…I click on something because it seems to be the answer then it just gives me a short brief and then doesn’t link me to ANY of the other information I’m looking for.
Am I just dumb or is this something that many of you have been frustrated by as well. How did you resolve this?
You’d think for a company that thrives off of its customers’ success, EPIC would have a waaaay better instruction system for the layman. It’s like this was built for the most generic android out there. DOES NOT COMPUTE.
Can anyone point me to a resource that has a really really good bird’s eye perspective on how to think about, sort, contextualize, and handle the functions, variables, events, and code of blueprints or do I literally have to memorize (out of context) every single individual variable and function and figure out exactly when to use them?
At least Game Maker Studio had a significant discussion and example of each and every function they created for programmers, with several clear overhead discussions of how things are sorted and arranged.
I hope with UE5 Epic has a muuuuch better approach to teaching. Devs…are you listening? These are my complaints.