Unreal Engine - Extending The Editor With Blueprint And C++

Posted By: ELK1nG

Unreal Engine - Extending The Editor With Blueprint And C++
Published 12/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 6.04 GB | Duration: 5h 3m

Master Unreal Engine editor extensions with scripted asset, data validators and actor actions using C++ and Blueprints

What you'll learn

Learn to create custom behaviors and automate actor workflows within the editor.

Build tools to ensure data consistency and enforce project standards directly in the editor.

Discover how to implement actions that streamline asset management and enhance productivity.

Dive deep into C++ to create bespoke classes tailored to your project needs.

Explore Unreal Engine's public API to develop advanced utility widgets and interactive tools.

Requirements

Unreal Engine 5.4/5.5

Description

This comprehensive 5+ hour course is designed to transform how you interact with Unreal Engine, providing you with the skills to build custom tools and optimize your development pipeline. Whether you're a developer looking to take your editor skills to the next level or a professional aiming to create efficient workflows, this course is packed with practical examples, detailed explanations, and advanced techniques to unlock your full potential. Content:Scripted Actions for Actors: Learn to create custom behaviors and automate actor workflows within the editor.Scripted Actions for Assets: Discover how to implement actions that streamline asset management and enhance productivity.Data Validators: Build tools to ensure data consistency and enforce project standards directly in the editor.Public API & Utility Widgets: Explore Unreal Engine's public API to develop advanced utility widgets and interactive tools.Toolbox Integration: Leverage the editor's toolbox to add custom features and extend its functionality.Using Dataprep: Understand how to use Dataprep for automating data processing and asset preparation.Creating Custom Classes in C++: Creating a custom classess that will allow use hidden functionalities within blueprint graph and automated bulk-editing process across many blueprints.Extending the Editor with Custom Buttons: Design and implement custom toolbar buttons to simplify workflows and add unique functionalities.

Overview

Section 1: Wstęp

Lecture 1 Intro

Section 2: Scripted Actor Actions

Lecture 2 Scripted Actions, Callable Functions and Supported Classess

Lecture 3 Creating Library For Scipted Actions - Transforms and Cache

Lecture 4 Scripted Action Actors and Management

Lecture 5 Transactions and Revertable Change

Section 3: Scripted Asset Actions

Lecture 6 Introduction To Asset Actions

Lecture 7 Further Asset Actions

Lecture 8 Naming Convention in Actor Action Utilities

Lecture 9 Other Asset Type Librariers

Lecture 10 Asset Mesh Library with Dataprep

Lecture 11 General Library For Asset Actions - Naming Conventions

Section 4: Other Editor Extension Tools

Lecture 12 Data Validators

Lecture 13 Using Public API and Utility Widgets

Lecture 14 User Toolbox

Section 5: C++ Editor Extensions

Lecture 15 First C++ Class and Notification Library

Lecture 16 Overview of Epic's Library and First Extended Function

Lecture 17 Get Number Of Nodes (Extensions)

Lecture 18 Unreal Extend Editor Class Functions

Lecture 19 Dynamically Change Class Settings In Blueprints

Lecture 20 Dynamic Changes in Variables

Lecture 21 Set Variables Properties in Bulk

Lecture 22 Descriptions Checker Function

Lecture 23 Contain Loose Nodes Function

Lecture 24 Check For Return Nodes

Lecture 25 Runtime Validation in C++

Lecture 26 Button Creation in C++

Section 6: Summary

Lecture 27 Extending Our Knowledge

People who already know Unreal Engine's layout and its basic functionaltiies