Unreal Engine 5 Blueprints Best Practices: Inheritance, Composition using Components, and Interfaces

Unreal Engine 5 Blueprints Best Practices: Inheritance, Composition using Components, and Interfaces Videosu İçin İndirme Bilgileri ve Detaylar
Yükleyen:
TomiYayınlanma Tarihi:
29.07.2025Görüntülenme:
5.1KAçıklama:
This tutorial introduces Object‑Oriented Programming practices in Unreal Engine 5 Blueprints, covering inheritance, composition, and interfaces. It begins with an introduction (0:00:00) and explains what the tutorial teaches (0:02:03). It then discusses best practices with Blueprints (0:05:39) and dives into OOP concepts (0:07:49). The tutorial demonstrates creating simple pickups and addresses duplicated classes (0:10:41), then explores inheritance with pickups (0:15:03, 0:16:13). It covers class responsibility and code placement (0:29:30), upgrading pickups (0:37:42), abstract classes (0:44:12), and casting theory (0:47:17). It provides casting examples with characters and pickups (0:56:50, 1:08:25), casting to an abstract class (1:12:49), and discusses when to use casting (1:22:30). It explains IS‑A relationships and related/unrelated classes (1:24:44), builds a class hierarchy using inheritance (1:35:50), and shows polymorphism for interaction systems (1:40:17) and monomorphism for hazards (1:55:52). It discusses benefits and drawbacks of inheritance (2:18:37, 2:24:44, 2:30:12), introduces composition over inheritance (2:33:44), recreates hazards with components (2:37:27), and covers Blueprint interfaces (2:46:23, 2:49:32). It demonstrates an unrelated class that is both a hazard and interactable (3:01:51), recaps sharing functionalities (3:03:17), adds a vehicle class (3:06:15), compares casting vs interfaces (3:10:02), and advises against using interfaces when implementations are identical (3:15:01). It then introduces HealthManager, DamageManager, and PlayerStatsManager components (3:21:29, 3:26:28, 3:32:53), shows sharing monomorphic functionalities (3:42:06), adds HealthManager to unrelated classes (3:44:54), and presents interfaces for death handling and player pawn effects (3:49:45, 3:57:21). The conclusion and recap sections (4:22:46, 4:23:52) summarize how to share functionalities, discuss inheritance drawbacks, and outline expansion possibilities for pickups, interactables, hazards, and adding a Paragon character (4:29:51, 4:48:00). The final recap and next steps are at 5:04:54.
Benzer Videolar: Unreal Engine

How to Generate Synthetic 3D Point Cloud Rooms with Labels (Python Tutorial)

Building LLMs from the Ground Up: A 3-hour Coding Workshop

Angular Tutorial for Beginners: Learn Angular & TypeScript

Master Design Patterns & SOLID Principles in C# - Full OOP Course for Beginners

Generative AI for Developers – Comprehensive Course

