Flow Flashcards

1
Q

Enable Keyboard in blueprints

A

‘Event Begin Play’ - ‘Enable input’ (‘Get Player Controller’ to ‘Player Controller’

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2
Q

DoN

A

Repeat action N times, once per call till do not reach N

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3
Q

DoOnce

A

Call function once

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4
Q

FlipFlop

A

Switching between outputs

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5
Q

Gate

A

Logical gate. Can be Open or Close, also able to Toggle

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6
Q

MultiGate

A

Allow iterate over multiple outputs (one open - another close)

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7
Q

Events

A

Triggered by event/action, can accept time functions (delay, timeline)
Only accecpt inputs, no output.

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8
Q

Function

A

Do not accept time functions.
Accept inputs and outputs
Do not accept custom events
have their own execution graph

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9
Q

Macros

A
Collections of actions.
It can be reused.
Do not accept time action.
Accept inputs and outputs.
Have their own execution graph
Can`t be seen in C++.
More for simplifying blueprint.
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10
Q

Custom event

A

You create custom event and after call it with ‘call function’

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11
Q

Macro Library

A

Allow create library of macros to access from any BP

Create BluePrint - Macro Library

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12
Q

Enums

A

Numbered list

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13
Q

Enums create

A

Create blueprint - Enumeration

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14
Q

Switch enumerators

A

‘Switch on ‘

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15
Q

Class

A

mostly have parents

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16
Q

Component

A

can be inside of the class

17
Q

Game mode class

A
Basic rules (for example game time)
Good to keep general information there
AGemeModeBase - main class
Can be changed in WorldSettings
18
Q

Pawn class

A

Controlled actor (by the player or AI)

19
Q

Character class

A

Pawn with the ability to walk

20
Q

isValid

A

Check if the object exist and Valid

21
Q

Get all actors of desired class

A
Get All Actors of class
ForEachLoop - to go over all returned objects
22
Q

Direct communication

A

Create a variable that represents/reference another blueprint.
Create through variable - new - type = BP_name - refference
Make editable - refference actual object through parameters of actor

23
Q

Cast

A

When you want to access specific object / all objects of the specific class / child blueprint
Nodes:
- Get Player Character - Cast to HeroChar
- Get Player Controller - Cast to HeroController
- Get Game Mode - Cast to MyGameMode
- Get Player Controller - Get Controlled Pawn - Cast to MyPawn

24
Q

BluePrint interface

A

More like multicasting
Create a new Blueprint - Blueprint interface
In the object want to interact - Go to ‘Class Settings’ - Add interface
In the worker BPsend message to this interface
Can have inputs and outputs
Can be overwritten inside of other blueprints (add some functionality inside of interface to get some output when we call interface)

25
Q

Event Dispatcher

A

Objects that subscribe to this signal will receive it (like any news feed)
Event Dispatcher - create
‘Call ‘ in the master, Create cast (‘Get Player character’ - ‘Cast to ThirdPersonCharacter’ ) and ‘Bind Event to ‘ in slave
Available to unbind also ‘Unbin Event from ‘

26
Q

Lerp

A

Node that allow transition from one value to another. Val A, val B, alpha

27
Q

Make rotator

A

(convert values to rotation object)

28
Q

Change material property in BP

A

Static Mesh Component - Create Dynamic Material Instance (choose source material) - Set Vector parameter value (parameter name)

29
Q

Custom Curve

A

Add - Miscellaneous - Curve (in asset browser)
After in Timeline, we can add ‘selected curve asset’
Allow changing active curves through the blueprint

30
Q

Choose Which timeline to use

A

Add variable - timeline class - set curve - Choose ‘vector track name’ and ‘new Vector curve’

31
Q

Timeline Properties

A
Change which curve to use
Set/ get timeline length
Set timeline loop
Playback position
Ignore Time Dilation
32
Q

Timer

A

Can be used wto call event or to call function

33
Q

Delta Time

A

Time to render next frame

34
Q

Distance between objects

A

Position 1 - Position 2 , vector length
or
‘Get Distance To’, also possible to get horizontal or vertical distance

35
Q

Forward Vector

A

‘Get Actor Forward Vector’

‘Get Forward Vector’ from rotator

36
Q

Lerp Texture

A

mixing textures

37
Q

Textures parameters

A

Allow to change values through blueprints

38
Q

Material Instance

A

In construction script ‘Create Material Instance’ - Set it to the variable -