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UE4 COMPONENT DESIGN:
FROM BLUEPRINT PROTOTYPE TO C++
Zak Parrish
zak.parrish@epicgames.com
Gerke Max Preussner
max.preussner@epicgames.com
Overview
● Key Terms and Concepts
○ UE4’s Framework (High Level)
■ Actors & Components
○ What is Blueprint?
● Prototyping a Custom Component using Blueprint
○ Where to begin
○ Building our first component (Hover Component)
● Converting to C++
○ Deconstructing artist’s intent
○ Adding code to project
○ Replacing Blueprint asset with native version
UE4 Framework at a Glance
● Object
○ Engine’s highest-level base class
■ In C++, UObject is the base of all classes
○ Lots of “under-the-hood” functionality
■ Garbage collection
■ Metadata (UProperty)
■ Support for exposing variables to the Editor
■ Serialization
■ Loading and Saving
○ Just about everything in Unreal inherits from (or gets some functionality from) Object
UE4 Framework at a Glance
● Actor
○ Inherits from Object
■ C++ class is AActor
○ Used for anything that is placed in your game’s world
○ Supports 3D transformations
■ Position
■ Rotation
■ Scale
○ There are many Actor types included with the Engine
■ If it is actually in your game, it’s probably some kind of actor
■ Characters, meshes, lights, particle systems… just about everything.
UE4 Framework at a Glance
● Component
○ Inherits from Object
■ C++ class is UActorComponent
○ The “building blocks” of Actors
○ Self-contained piece of modular functionality
○ Can be added to or removed from any Actor
And best of all…
YOU CAN MAKE THEM IN BLUEPRINT!
What is Blueprint?
● Powerful visual scripting language
● Tailored to artists, visual people
● Solves communication problems
between artists and programmers
● Allows you to create compiled script
using nodes and wires instead of
code
● Includes a variety of real-time
debugging features
Blueprint vs. C++
● Blueprint is great for fast iteration!
● Blueprint has lower performance than native C++
○ Runs on its own VM layer
○ Approximately 8-10x slower than native code
○ For most simple event-based game tasks, you probably won’t notice
○ Many AAA games are using Blueprint in shipping titles (incl. Epic!)
○ Anything running on every frame (tick) should probably be native (physics calculations)
● Still, Blueprint is excellent for prototyping!
○ Often faster for a designer to create what they want in Blueprint, then let a programmer
convert it to code
○ This is how we often use Blueprint at Epic
And now...
a demonstration!
Yay!
Conclusion
● Blueprint makes it easy for visual developers to implement ideas!
● The nature of the graph makes it easy for programmers to reproduce (and optimize!)
● Code can be added to any project right inside the Editor
● Faster collaboration, clearer communication
Questions?

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GDCE 2015: Blueprint Components to C++

  • 1. UE4 COMPONENT DESIGN: FROM BLUEPRINT PROTOTYPE TO C++ Zak Parrish zak.parrish@epicgames.com Gerke Max Preussner max.preussner@epicgames.com
  • 2. Overview ● Key Terms and Concepts ○ UE4’s Framework (High Level) ■ Actors & Components ○ What is Blueprint? ● Prototyping a Custom Component using Blueprint ○ Where to begin ○ Building our first component (Hover Component) ● Converting to C++ ○ Deconstructing artist’s intent ○ Adding code to project ○ Replacing Blueprint asset with native version
  • 3. UE4 Framework at a Glance ● Object ○ Engine’s highest-level base class ■ In C++, UObject is the base of all classes ○ Lots of “under-the-hood” functionality ■ Garbage collection ■ Metadata (UProperty) ■ Support for exposing variables to the Editor ■ Serialization ■ Loading and Saving ○ Just about everything in Unreal inherits from (or gets some functionality from) Object
  • 4. UE4 Framework at a Glance ● Actor ○ Inherits from Object ■ C++ class is AActor ○ Used for anything that is placed in your game’s world ○ Supports 3D transformations ■ Position ■ Rotation ■ Scale ○ There are many Actor types included with the Engine ■ If it is actually in your game, it’s probably some kind of actor ■ Characters, meshes, lights, particle systems… just about everything.
  • 5. UE4 Framework at a Glance ● Component ○ Inherits from Object ■ C++ class is UActorComponent ○ The “building blocks” of Actors ○ Self-contained piece of modular functionality ○ Can be added to or removed from any Actor And best of all… YOU CAN MAKE THEM IN BLUEPRINT!
  • 6. What is Blueprint? ● Powerful visual scripting language ● Tailored to artists, visual people ● Solves communication problems between artists and programmers ● Allows you to create compiled script using nodes and wires instead of code ● Includes a variety of real-time debugging features
  • 7. Blueprint vs. C++ ● Blueprint is great for fast iteration! ● Blueprint has lower performance than native C++ ○ Runs on its own VM layer ○ Approximately 8-10x slower than native code ○ For most simple event-based game tasks, you probably won’t notice ○ Many AAA games are using Blueprint in shipping titles (incl. Epic!) ○ Anything running on every frame (tick) should probably be native (physics calculations) ● Still, Blueprint is excellent for prototyping! ○ Often faster for a designer to create what they want in Blueprint, then let a programmer convert it to code ○ This is how we often use Blueprint at Epic
  • 9. Conclusion ● Blueprint makes it easy for visual developers to implement ideas! ● The nature of the graph makes it easy for programmers to reproduce (and optimize!) ● Code can be added to any project right inside the Editor ● Faster collaboration, clearer communication