(Be more of a designer than an engineer, at first.) Once a prototype starts proving itself as something special, that’s when you can start to devote more brainpower toward architecture and optimization. So try to not handicap your brain as you’re getting started with worries about code optimization, when you could be being creative and discovering fun ideas in your prototype. If you use Tick “improperly” at first, and your prototype still runs okay, then no worries! Keep going! “Finding the fun” in a project will always be a challenge, and is much harder than going back and optimizing some early code with more experience later on. Just plow forward! As you learn and get more familiar with the engine and best practices, you’ll have a chance to revisit your earlier work and improve upon it. My general advice to anyone learning UE4 or new to trying out gamedev would be, don’t get stuck worrying about optimizations too soon. Tick is very likely the best way of achieving that. Besides, the whole “dOn’T uSE TiCk” argument is really better stated as, “Don’t run code more often than you need to.” And in your case, you need your enemies’ health widgets to always be up-to-date, every frame. Tick is great for this sort of quick, lightweight stuff. The widget component can be configured to display in screen space (always facing the camera automatically) or world space (would need to be rotated every update if you want it always facing the camera).Īs others have already said, you shouldn’t try avoiding Tick for this kind of thing. I recommend adding the widget component to the enemy BP and setting up your update logic there as well. Suggested naming conventions, collaboration tips, common pipeline struggles and solutions. Including BP tools and options but focuses a lot on C++ and "under the hood" details. PDF with overview of the fundamental networking structure in Unreal Engine.Ĭoncise & in depth. Short form videos explaining individual Blueprint nodes.Ĭedric "eXi" Neukirchen's Network compendium Unreal Engine Console Variables and Commandsīlueprintue - Paste your Blueprint Tutorials Unreal Engine Source Code (via GitHub must link accounts and be logged in).
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