这是一门从零到精通蓝图的自动化和工具创建课程。继广受好评的虚幻引擎 5 Python 自动化课程之后,本课程将使用蓝图进行自动化和工具创建介绍给所有想要快速开始制作工具且无需任何代码的人。课程从蓝图编辑器介绍开始。虽然它需要熟悉虚幻引擎,但它适合初学者和有经验的开发人员。在课程的第一章中,我们将重点介绍批量操作。我们将使用脚本操作批量处理资产和演员。我们将深入研究资产操作实用程序和演员操作实用程序。这些将允许您批量重命名资产、修复纹理压缩设置、修改编辑器属性、删除未使用的资产、使用元数据标签等。这足以让您熟悉这种蓝图。然后,我们将把它提升到一个新的水平,并开始使用自定义 UI 创建工具。我们将探索 UMG 小部件编辑器,设计我们自己的实用程序小部件,创建自定义列表视图,然后在灯光管理器工具中使用它。本课程中的教程不仅仅是“做我做的事情”视频。我努力确保你知道我为什么做某些事情,即使一开始可能会有一些简化,也有单独的视频来填补空白。期待关于 Tick 函数性能、什么是接口、何时使用 Cast 节点以及何时使用 Is A 节点的解释。100% 的课程内容是在虚幻引擎 5 上录制的。
课程时长:7小时24分钟 1920X1080 mp4 语言:英语+中英文字幕(云桥网络 Ai翻译)
Create Blueprint Utilities and Unreal Engine tools to speed up and automate your work.
What you’ll learn
How to navigate Blueprint Editor
How to use Events and Functions in Editor Scripted Utilities
How automate repetitive tasks with Blueprints.
How batch process assets. Fix asset naming convention, apply correct compression settings, cleanup projects and more.
How to create Unreal Engine tools with custom UI and Blueprint logic.
How to add a custom menu entry to UE interface.
How to design Editor Utility Widgets with UMG editor.
How to create Lights Manager tool.
How to use Tick and how it influences performance
How to use Data Tables and a data driven approach to avoid hardcoding data in Blueprints and to make them easy to tweak by anyone.
Requirements
You should be already familiar with Unreal Engine. Having experience with gameplay/editor Blueprints is not necessary but will for sure come handy.
Overview
Section 1: Intro
Lecture 1 Course Overview
Section 2: Prerequisites
Lecture 2 Required Plugins
Lecture 3 Asset vs Actor. Mind the difference
Lecture 4 Scripted Actions (Utilities) vs Editor Utility WIdgets
Section 3: Editor Blueprint Utilities
Lecture 5 Hello World
Lecture 6 Fix Asset Naming Convention – Simple Batch Rename
Lecture 7 Fix Asset Naming Convention – Data Driven Approach
Lecture 8 Batch Fix Texture Compression Settings
Lecture 9 Remove Unused Assets
Lecture 10 Remove Unused Assets – Making it better with Metadata Tags
Lecture 11 Create Material Instance From Selected Textures
Lecture 12 Assign Material To Selected Asset – Using User Input
Lecture 13 Random Actor Rotation
Lecture 14 Set Material On Selected Actors
Lecture 15 Undo Redo
Section 4: Introduction to Utility Widgets
Lecture 16 Our First Widget Utility: Rotate Selected Actors
Lecture 17 Set Material Widget – working with Single Property View
Lecture 18 Modifying properties of selected Asset – how to use Details View
Lecture 19 Detect selected Asset change. What is Tick and how to avoid it.
Section 5: Lights Manager – Editor Utility Widgets Project
Lecture 20 Lights Manager – Intro
Lecture 21 List View
Lecture 22 List View – Remove Button (optional tutorial)
Lecture 23 List View – Add Button (optional tutorial)
Lecture 24 Lights Manager based on List View
Section 6: Extending Editor Menus
Lecture 25 Introduction to Extending Editor Menus
Lecture 26 Editor Utility Tool Menu Entry
Lecture 27 Editor Utility Widget Menu Entry
Lecture 28 Menu Entry Icon
Section 7: Interfaces, Casting To Classes – Diving Into Technical Details
Lecture 29 What is an Interface?
Lecture 30 When to use Cast node and when to use IsA(soft)
Intermediates or Professionals who are familiar with Unreal Engine and would like to automate their workflow.,Technical Artists who want to start developing UE tools and need a quick start
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