Only for myself to learn to use, delete
I met UE4
The editor is set to English
Edit – Editor Preferences – Normal – Region & Language panel then change Chinese to English
Play mode
To save: right-click the object to save -> Keep simulation changes
Shift +F1 gets the mouse
Shortcuts for setup
Shift + left-click multiple select similar to Windows Control + left-click drag the camera to follow move Alt + left-click view the selected object as the axis drag copy END object to the ground F Focus control+G group Shift +G group
Subtraction operations for modeling
The blueprint
The Event nodes
Similar to main but can have more than one function, is a logical start
Event Begin Play
This event is triggered on all actors when the game starts. This event is called immediately on all actors generated after the game starts
Gets a reference to an object in the scene
Method 1: Select the object you want to reference in the scene. Right-click in blueprint editing and the reference that created the object will appear
Method 2:
Drag an object from the World Outliner directly into the blueprint edit
Create OnActorBeginOverlap node
Take trggerBox1 in the map as an example. Click the collision box and right-click in the Blueprint editor to create it
OnActorEndOverlap is called at the end of the overlap
Delay node
Note that the delay node ignores the response during the countdown.
The collision
Collision number 1 is the way to select a collision and number 2 is that when two objects collide as blocks they will not be notified and when this check is checked they will be notified
overlap
If no. 2 selects Custom, no. 3 will appear. Ignore: directly pass through, without event overlap: Pass through and go out notification, both objects must check Generated Events block: will not pass through the object
Common shortcut keys on the Blueprint page
Naming conventions for blueprint classes
BP_XXX
Turn off autosave in the editor
Gets a reference to an object inside the blueprint class
I’m going to control and drag
The Enable Input nodes
When this node is executed, input from the controller can be received
Executing this node will not receive input from the controller
Keyboard input node
X keyb will give you keyboard input
Get the Player controller
It’s an interface to a controller, it’s an intermediary between the controller and the object, and we’re sending instructions to the controller, and the controller is sending instructions to the object and the Player Index here is the number in the Auto hard-possession Player
Add blueprints for objects in the scene
Select object -> Click BluePrint
Material is qualitative Vector Parameter
A vector stores color data
Shortcut keys for the material editor
The name of the | content | shortcuts |
---|---|---|
constant | One-dimensional vector R | 1, S |
constant2Vector | Two dimensional vector RG | 2 |
constant3Vector | Three-dimensional vector RGB | V |
constant4Vector | More alpha than 3d | 4 |
Add | Addition adds values or textures on two channels together | a |
multiply | Mix and multiply to get texture overlap | m |
divide | division | d |
Note that you hold down the left mouse button and click and so on
The Event Hit node
Called when hit by another object
So any object that touches it, it changes the material
Cast to node
So only when firstPersonile hits it, it’s gonna change the material Cast To node is a method of converting a parent class To a subclass, br>
All objects in the scene inherit from the Actor parent class, so I’m using the Cast To node To convert the parent Actor To firstPersonile,
But that’s not a good way to write it
Comment shortcut key
Press C when selected
Normalize node: Vector normalization
A Normalize expression evaluates and prints the normalized value of its input. The overall length of a normalized vector (also known as a “unit vector”) is 1.0. This means that each component of the input is divided by the total magnitude (length) of the vector.
The formula he used was
1) [0,0,0] if all zero vector 2)
Where L2 is:
His function is: visually express the specific gravity of the component vector
The Delta Seconds node
Display frames Change the maximum number of frames
Changes are made in the Output log
Enter t. maxfps + number
For example, if t. MaxFPS 120 is changed to the maximum 120 frame, the configuration is not enough
The Event Tick node
The flip flops node
Execute A and B at the corresponding intervals
Add key input
timeline
Timeline Nodes are special Nodes in blueprints that allow you to quickly design time-based animations and set keyframes, trigger events, or adjust floating-point numbers, vectors, or colors on the Timeline. It’s a great tool for linear animation
Double click to open edit
F2 rename
Shift + left mouse button to add keyframes to the timeline
This allows you to right-click to zoom in
make vector
Can be used to change a vector in a vector