Warning: This may be by far the worst thing you have ever seen. I’m tired.
I have used C++ for maybe a week or two now, and just now came to Unreal. When I saw the blueprint system, it confused me fully. I’m trying to learn it, but it still flabbergasts me constantly. I have no idea what I’m doing, but according to Unreal Engine 4, i’m doing it very wrong. A lot of the tutorials i’ve seen include nodes that aren’t in BP anymore, and most of the updated tutorials feel confusing, disorderly, and hard to understand. A lot of the “tutorials” just give you a blueprint and say “Here use this” without ever describing how it works.
I figured I would start with something very “simple”. Making a ball roll, and being able to turn it left and right to control the direction it rolls in. I created a new level, popped a sphere in. I then went to Project Settings and made two action mappings. One is “Turn Right”, bound to Right, and one is “Forward”, bound to Up. I figured I would just invert “Turn Right” later to make “Turn Left”. I clicked on the sphere in the viewport, then under Details I clicked Add New Blueprint. I tried to think of it in terms of just coding with C++ from scratch, kind of making it flow in the order I want things to be checked on / called / happen. So, I tried this:
And even though this whole blueprint thing confuses like all hell, I can still tell there’s something very wrong with this. I just don’t know what exactly.
Basically my logic here is this:
Input Action - As long as “Right” is Pressed down, then it will delay by 0.1 (So it just feels like its repeating, so you don’t have to spam Right to keep rotating). Then, after the delay, it increments the rotation by 2.0 around the Z axis to turn it Right.
I’m not actually sure how the rotation node works, i’m just kind of guessing. If anyone can tell me why I’m so terrible at understanding blueprints that’d be great.
EDIT: I just realized the increment node has no value to increment. So just ignore that for now and tell me all the other reasons this is terrible