Conversion from blueprints to C++
The Problem
On my adventure of converting the player systems to code I have ran into a couple problems. First and foremost, we have decided that we are going to handle widgets and animations in blueprints because it makes them easier to handle in unreal. This means that for a lot of functions I need a way to call from c++ to the blueprints whenever I trigger an animation. I tried using a blueprint implementable event, however since we are using replicated and multicasted functions I am unable to implement those functions in blueprints.
The Solution
Enter delegates. The saviour of my code multiple times. I was able to make multicast delegates in code that I then would broadcast in c++ then bind to those delegates in blueprints to call to the animGraph. This alleviated most of my issues. That being said I wont be able to use this for everything because I don't want to have a large number of delegates on the player so things don't get out of hand.
Get Deadlands Duel: Time Rift Rumble
Deadlands Duel: Time Rift Rumble
A hot-blooded, feel good, zombie wave defense shooter.
Status | Prototype |
Authors | Willy Games, Ghost Of Reddus1, Mystic, LGUAPOJR, StevenCodes, Bjornoid, Johncarlos Lillo |
Genre | Shooter |
Tags | Arcade, Atmospheric, FPS, Horror, Multiplayer, rogue, Sci-fi, Unreal Engine, Zombies |
Languages | English |
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Comments
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Keep up the good work, more code conversion the better the game.
Watching you convert things to C++ has been awesome, can't wait to see more of this.
Fullsail's finest :D
C++ conversion is tedious but vital to efficiency. Thank you for telling us of your problems that you had so we can learn to convert better as well!