YESSS! I’m so excited to continue this series. I want to expand my portfolio and diversify my game engine knowledge and learning Unreal will really benefit lots of us.
Thanks. So the main difference is that code can be only applied on blueprints and that's own class that can be inherited? Are there also components like lights, meshes, ... or are they preconfigured blueprints?
you still very much can make components that do all the code if you'd prefer. you can make actor components, which are components that dont have a transform and dont physically exist in the world, only holding variables and functions. Or scene components, which have a transform and as such can be used to hold things like meshes and lights and so on. you can add individual components on a object by object basis in the viewport if you'd like but for the most part, the workflow in unreal would have you use those components in a blueprint class to make something that is more or less the same as a prefab would be in unity. with the expectation that it itself also is a class so you can add in some code that connects up the different components together inside the blueprint, or add in extra code separate from the components for just that blueprint class. I personally end up using inheritance more than composition in practice but unreal is flexible enough to provide totally valid options for either or both.
YESSS! I’m so excited to continue this series. I want to expand my portfolio and diversify my game engine knowledge and learning Unreal will really benefit lots of us.
yess there will be more videos coming up over the next couple of weeks for this series!!
Thanks. So the main difference is that code can be only applied on blueprints and that's own class that can be inherited? Are there also components like lights, meshes, ... or are they preconfigured blueprints?
you still very much can make components that do all the code if you'd prefer. you can make actor components, which are components that dont have a transform and dont physically exist in the world, only holding variables and functions. Or scene components, which have a transform and as such can be used to hold things like meshes and lights and so on.
you can add individual components on a object by object basis in the viewport if you'd like but for the most part, the workflow in unreal would have you use those components in a blueprint class to make something that is more or less the same as a prefab would be in unity. with the expectation that it itself also is a class so you can add in some code that connects up the different components together inside the blueprint, or add in extra code separate from the components for just that blueprint class.
I personally end up using inheritance more than composition in practice but unreal is flexible enough to provide totally valid options for either or both.
@@thegamedevcave thanks. I am going to teach Unity Development and some of my students work with Unreal. So I want to get to know the differences 🙏