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Educator Livestream: Teaching & Learning Blueprints with Marcos Romero - August 7

WHAT

Please join us as we welcome Marcos Romero to this week’s Educator Livestream. Marcos is an Unreal Dev Grant recipient, a MegaGrant recipient, the author of Romero Blueprints, the Blueprint Instructor Guide, as well as his book, Blueprints Visual Scripting for Unreal Engine: The faster way to build games using UE4 Blueprints.

If you have not explored Romero Blueprints or the Blueprint Instructor Guide, during this stream we’ll review this valuable guide and discuss ways to utilize this helpful series of PowerPoint presentations, project files, terminology sheets, quizzes, tests, and other resources that can be very helpful to both teach and learn programming and Blueprints within Unreal Engine.

See you this Friday, August 7 for another fun and helpful Educator Livestream on twitch.tv/unrealengine

WHEN
Friday, August 7 @ 2:00 PM ET

WHERE
Twitch

WHO
Hosts

Luis Cataldi - Global Education Evangelist - @EpicLuisC](http://www.twitter.com/EpicLuisC)
Tom Shannon - Technical Artist, Education - @TomShannon3D](http://www.twitter.com/TomShannon3D)
Mark Flanagan - EMEA Education Partnership Manager - @marknaught](http://www.twitter.com/marknaught)

Special Guest
Marcos Romero - Author, Professor, Programmer, Developer

@TomMegaShannon
@RomeroBlueprint

The greatest single thing missing from the Blueprints docs / learning channels after 6 years imo, is a comprehensive list of gotchas or catches or assumptions of using one particular node or group of nodes or technique / approach over another. Even just for the more heavily used nodes. Users are then often left with a difficult choice, either jump into C++ source or make educated guesses about how BP works. Whereas taking projects apart is often far more powerful learning. But the agenda at Epic is to overlook that for some reason and favor giving grants to YouTubers etc. Which is a valid way to learn, but doesn’t always seem like the smartest move, especially when tutorials go out of date easily versus working sample projects which can often be upgraded.;).

It could just be something simple like which node is best when moving this mesh in this particular case. As there’s always best practice, always one technique or approach that’s better than another. In Epic’s growing line of fragmented learning resources though, its hard to see where the real nuggets of practical knowledge are. Will that change with UE5? IDK, but I don’t envy newcomers to the engine that’s for sure!:p​ Enjoy learning the hard way how to tackle common problems or where a Delay / Timeline / Component / Function / Macro can and can’t be used etc. Or a million other mysteries on a daily basis about movement / physics / collision etc. Casting is the most mysterious voodoo of all imo as its often explained in the most horrible of ways. :D​