Курс по изучению Unreal Engine Урок 6.2 - Продвинутое объектно-ориентированное программирование

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Developer NikkPublié le :
26/04/2025Vues :
353Description :
At 00:00 the lesson begins with an introduction, then at 00:38 the instructor explains Flow Control Nodes. At 09:53 a hybrid character template combining third‑person and TopDown perspectives is created, followed by adding templates at 11:08 and setting up a Nav Mesh Bounds Volume for navigation calculations at 12:18. The next sections cover the TopDown template at 14:40 and the third‑person template at 17:15, including issues that arise when combining both at 18:28 and the start of refactoring at 19:25. Camera zoom and dolly functionality are implemented at 32:56. An overview of the systems to be discussed in the lesson follows at 42:17, after which an Interaction System is built using Unreal Interfaces at 43:09. Custom events are introduced at 45:37, and trace logic for the third‑person template is explained at 49:56. Component creation through the class constructor and dynamic component creation are covered at 55:21 and 56:39, respectively. Debugging of the tracing system occurs at 01:00:32, while a health and damage component is created at 01:02:01 and an object for dealing damage at 01:08:46. A bug in the ModifyHealth function is fixed at 01:14:00, followed by death logic and ragdoll activation at 01:15:34. The use of Unreal Interfaces in world item interaction is discussed at 01:19:37, with the disadvantages of Cast to highlighted at 01:20:11 and the advantages of interfaces at 01:23:22. A practical implementation of BPI_Interaction is shown at 01:25:21, and a custom Event Dispatcher is created and applied at 01:31:49, with conclusions drawn at 01:37:56. The quest system begins with a structure definition at 01:38:38, an explanation of structures at 01:40:53, and a Data Table creation at 01:42:23. Debugging and testing of the quest system occur at 01:45:47, followed by logic implementation at 01:52:05. An experience component is created at 02:00:11 and refactored at 02:07:45, with quest rewards added via the experience component at 02:09:54. Data Assets and item creation are covered at 02:12:36 and 02:12:49, and test item modeling at 02:19:58. The item system using Data Assets is built at 02:24:42, with the Item class configured at 02:27:45 and an interface for item interaction implemented at 02:28:20. Mouse‑click item selection is set up at 02:32:39, followed by an explanation of Hard and Soft references and classes at 02:33:14, asset preparation at 02:38:11–02:38:32, and a practical example of Hard and Soft references at 02:38:32. Conclusions on references and classes are drawn at 02:47:19. A dialogue system is created at 02:49:51, and the lesson concludes at 03:03:50.
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