I’ve been using UE4 for 2 years now and I still don’t understand blueprints, I have a math learning disability and it’s really hard for me to wrap my head around blueprints, Is there any easy way to learn it? Is there anyone who has enough free time who could tutor me through like skype or screen sharing or something?
I would say Blueprints was developed FOR people who dont do math - like me. Otherwise you’d be looking at code, instead of a flow chart. I wouldnt think of Blueprints as needing math skills, it is more of a 'When this happens - do this." I would get yourself familiar with the terminology first. Open up the blueprint window, and every word you see that you cant define, google it and read what is is and what it does. ie: Function, Variable, etc. A variable is simply a container that you fill with something. It could be orange juice, or coffee, or it can change from orange juice to coffee… when someone presses the C key on their keyboard. Once you understand the larger concepts of programming (not math) then you can start to understand how things connect with inputs and outputs. ie: If I am outside of my house, my ‘state’ is outside. When I walk into my house my state changes from outside to INSIDE. If someone calls me and asked me what my state is, I would say INSIDE. Good luck! And dont give up!
I want to echo what Creative mentioned - Blueprint is simply a visual way to program with a lot of failsafes (no need to remember the sintax for example). I would recommend you learn about the basics of programming first (concepts like variables, loops, IF statements, etc) and then Blueprint will make a lot more sense
I’ve never tried it, but I heard Scratch is an excellent way to learn programming - https://scratch.mit.edu/.
Hope this helps!
Math is essential for game work and at the same time it isn’t. How can both be possible?
The trick is to realize that most game math is repetition of the same or similar patterns…
I’ve spent quality time working for Quants / Math and Physics guys from JPL Labs / Nasa.
But my math is awful, so one trick I use is to compartmentalize sections into black boxes.
We don’t all need to understand complex-options-pricing-math or macro economic models.
What must be understood are valid inputs to pass in & the range of valid data to get back.
Learn the inputs and outputs you need to supply math sub-circuits, to get desired results.
So what kinds of games are you trying to make. Where do you keep running into roadblocks???
Don’t try and understand all the formulas, just very clear about the results you need to obtain.
Also don’t be afraid to plug values into formulas and graph the results using Excel / LibreOffice.
All that said, the more custom a game is, the harder this will be: Complex character rotations…
Or highly customized jet-fighter and space-shooter mechanics etc requires Quat + Rotator skills.
You should be a science fiction novelist sir, I didn’t understand half of what you said, can you put it into something a zombie or high school senior can understand, I have a graphic design degree and everything you just said went way over my head, I want to do like interactive arch viz stuff, I have a graphic design degree and can’t use Max or Modo to save my life, I’ve gotten good at making houses and structures out of supergrid and sometimes bsp, but once I get the house built I get stuck for some reason, btw im soups excited for Geo 2.0 coming in 4.17
Recommend looking at Nate’s Mesh Editor Tools too. But all I’m trying to say is this:
Blueprints are Plug and Play dude. The trick is to know what to copy and paste etc.
There are countless threads, many in Community-Tools, that you can rob ideas from.
You don’t have to be original, or really understand the code, that’s the power of BP!!
You want a Character to move or a Ship or an AI, all of the code is already written…
Same goes for putting graphics on the screen for health and stamina and game score.
Interactive Archviz is even easier: Matinee, Sequencer, Events, Menus, all been done!
The only way that I got to understand some programming was by writing batch code, I wrote a rpg sci fi game that uses thousands of array lists to manage all the dialog of the party members switching and all the game conditions and values of items, ect. and it worked in batch code… But its more tricky doing the same thing in Unreal Engine dealing with a real 3d world there’s more maths involved with 3d worlds. Because of vectors, and other things to be calculated. In batch code there’s no 3d world so you only have to use environment labels to define things and store things in. And it was limited because it only shows pictures and displays text and plays sound files. But it helped me debug the dialog and change any of the storylines before putting them into a 3d engine like Unreal Engine which hard codes (welds) everything that it touches which means, trying to change it later on would be difficult and time consuming to undo it when its all been hard coded by blue prints, so I make all the changes to the game in text form before putting it in the game engine.
I spent a month banging my head against a wall trying to get my first person character to open a door with a key press, finally gave up out of frustration and bought and asset from the marketplace I can spend an entire week watching a youtube video on how to pick up an object with a keypress and still not get anywhere