Only for myself to learn to use, delete

I met UE4

The editor is set to English

Edit – Editor Preferences – Normal – Region & Language panel then change Chinese to English

Play mode

To save: right-click the object to save -> Keep simulation changes



Shift +F1 gets the mouse

Shortcuts for setup

Shift + left-click multiple select similar to Windows Control + left-click drag the camera to follow move Alt + left-click view the selected object as the axis drag copy END object to the ground F Focus control+G group Shift +G group

Subtraction operations for modeling

The blueprint

The Event nodes

Similar to main but can have more than one function, is a logical start

Event Begin Play

This event is triggered on all actors when the game starts. This event is called immediately on all actors generated after the game starts

Gets a reference to an object in the scene

Method 1: Select the object you want to reference in the scene. Right-click in blueprint editing and the reference that created the object will appear



Method 2:

Drag an object from the World Outliner directly into the blueprint edit

Create OnActorBeginOverlap node

Take trggerBox1 in the map as an example. Click the collision box and right-click in the Blueprint editor to create it



OnActorEndOverlap is called at the end of the overlap

Delay node

Note that the delay node ignores the response during the countdown.

The collision

Collision number 1 is the way to select a collision and number 2 is that when two objects collide as blocks they will not be notified and when this check is checked they will be notified

overlap

If no. 2 selects Custom, no. 3 will appear. Ignore: directly pass through, without event overlap: Pass through and go out notification, both objects must check Generated Events block: will not pass through the object

Common shortcut keys on the Blueprint page

Naming conventions for blueprint classes

BP_XXX

Turn off autosave in the editor

Gets a reference to an object inside the blueprint class

I’m going to control and drag

The Enable Input nodes

When this node is executed, input from the controller can be received

Executing this node will not receive input from the controller

Keyboard input node

X keyb will give you keyboard input

Get the Player controller

It’s an interface to a controller, it’s an intermediary between the controller and the object, and we’re sending instructions to the controller, and the controller is sending instructions to the object and the Player Index here is the number in the Auto hard-possession Player

Add blueprints for objects in the scene

Select object -> Click BluePrint

Material is qualitative Vector Parameter

A vector stores color data

Shortcut keys for the material editor

The name of the content shortcuts
constant One-dimensional vector R 1, S
constant2Vector Two dimensional vector RG 2
constant3Vector Three-dimensional vector RGB V
constant4Vector More alpha than 3d 4
Add Addition adds values or textures on two channels together a
multiply Mix and multiply to get texture overlap m
divide division d

Note that you hold down the left mouse button and click and so on

The Event Hit node

Called when hit by another object

So any object that touches it, it changes the material

Cast to node

So only when firstPersonile hits it, it’s gonna change the material Cast To node is a method of converting a parent class To a subclass, br>

All objects in the scene inherit from the Actor parent class, so I’m using the Cast To node To convert the parent Actor To firstPersonile,

But that’s not a good way to write it

Comment shortcut key

Press C when selected

Normalize node: Vector normalization

A Normalize expression evaluates and prints the normalized value of its input. The overall length of a normalized vector (also known as a “unit vector”) is 1.0. This means that each component of the input is divided by the total magnitude (length) of the vector.

The formula he used was

1) [0,0,0] if all zero vector 2)

Where L2 is:

His function is: visually express the specific gravity of the component vector

The Delta Seconds node

Display frames Change the maximum number of frames

Changes are made in the Output log

Enter t. maxfps + number

For example, if t. MaxFPS 120 is changed to the maximum 120 frame, the configuration is not enough

The Event Tick node

The flip flops node

Execute A and B at the corresponding intervals

Add key input

timeline

Timeline Nodes are special Nodes in blueprints that allow you to quickly design time-based animations and set keyframes, trigger events, or adjust floating-point numbers, vectors, or colors on the Timeline. It’s a great tool for linear animation

Double click to open edit

F2 rename

Shift + left mouse button to add keyframes to the timeline

This allows you to right-click to zoom in

make vector

Can be used to change a vector in a vector