WHAT
Join us this Friday when Tom Shannon, Technical Artist at Epic Games, will explore the systems available in Unreal Engine to create in-editor tools that automate and improve workflows, reduce errors, and even extend the Editor, unlocking new functionality.
Using Blueprints—the native visual scripting language in Unreal Engine—Tom will demonstrate how to create robust tools and shortcuts that can run from a right-click menu or even with a full UI built using Unreal Motion Graphics, our native UI development tool.
Please join us to discuss these systems, how we use them at Epic, and how you can introduce these concepts to students who show an inclination towards this aspect of tech art.
Excellent tutorial. The way that Tom add a new input to the function blows my mind. Thanks guys. When I was little I wanted to be an astronaut, now I want to be a technical artist. UE rocks.
Hello!! That was an amazing Training, it was a lot of useful for me.
I’d like to ask some questions about Bluetilities for assets (I Apologize If this isn’t the correct place to post).
I Have a lot of Blueprints created from an UObject Class and I want to edit some variables in them and save the blueprints.
But the problem is when I I have the selected asset reference I can’t cast to my UObject class NF_Achievement, Maybe can you tell me wich is the correct way for do it?
Can you make a utility that will, inside an open level stream in another level in addition to the current one?
(one that is not in the hierarchy of streaming levels)?
Great work with this video Tom if you see this, really useful stuff. You very briefly alluded to (just after 2:06) some events that you can bind to when actors are selected in the editor. I can’t seem to find these anywhere! I tried pulling off from some of the editor subsystems but can’t see anything like this. Please could you give me a clue where to start looking for this, it would be incredibly helpful. Many thanks!