Classes & Inheritance UEFN Verse Course Lesson 8
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This is Lesson 8 in my free course: Verse For Beginners With UEFN
Embark on an educational journey with our latest KZread video, where we teach the fundamentals of Object-Oriented Programming (OOP) in the Verse programming language to build Fortnite Creative games. This tutorial is designed to give you the tools you need to create more complex and engaging games in Fortnite using UEFN (Unreal Editor for Fortnite) and Unreal Engine.
In this comprehensive guide, you'll delve into:
1. Understanding Classes: Learn the foundational concept of classes in OOP and their critical role in structuring your Verse programs for game development.
2. Exploring Subclasses: Discover the power of subclasses and how they can simplify your code and enhance its reusability in Verse.
3. Mastering Inheritance: Grasp the concept of inheritance, a key principle in OOP that allows you to create hierarchical relationships among classes for streamlined code.
4. OOP Features in Verse: Explore other essential OOP features in Verse, such as encapsulation, polymorphism, and abstraction, and how they can elevate your game design process.
5. Game Design with OOP: Understand how to apply these principles to UEFN and Unreal Engine, creating more complex and engaging Fortnite games.
This tutorial is perfect for game developers ready to take their skills to the next level by understanding and applying OOP concepts in Verse. By the end of this video, you'll be well-equipped to use classes, subclasses, inheritance, and other OOP features to create more advanced and interactive games in Fortnite.
Don't miss this chance to upgrade your Fortnite Creative 2 game development toolkit with Object-Oriented Programming in Verse. Press play now and start your journey towards becoming an advanced Fortnite game developer with UEFN and Unreal Engine!
Get full code here:
gist.github.com/WahlbeckUEFN/...
Пікірлер: 50
Your tutorials are amazing. They're useful for me, who's been programming for ages, and my son, who's just learning. Thank you!
these videos are much appreciated, dont know if i would have gotten this far in verse without them
Just finished this tutorial series, thank you for all the work you've put into these!
I’ve had to put down UEFN lately but this fires me up. I understand it somewhat but certainly need more practice in Verse. Thank you for continuing to release these videos!
@WarforgeXP
Жыл бұрын
🙌
I'd love to see you tackle handling music using Verse, like setting up a music manager that things can trigger changes too. Love this content, thanks!
Amazing as always. Thank you for putting your time into these.
@WarforgeXP
Жыл бұрын
🙌
Loving these videos, TYSM!!
@WarforgeXP
Жыл бұрын
Thanks for watching!
Please keep doing these ❤
Huge ty for creating these classes - they have helped me get used to the Verse syntax and oddities super fast! Now that I'm done, I'm going to create my first game - I'm going to keep my eyes on new content from your channel 👀
@WarforgeXP
4 ай бұрын
More to come!
explanation for is 'async' and not freezing, because it's not blocking, more like 'awaiting for other events while something else keeps running' because it's specifically for non blocking functions. just wanted to clarify this for all others who watch it. great overview though, really like your content.
Goated tutorial! Something I think every uefn dev should see. Wish I'd just watched some of these in my early stages... The "WRONG" part of the video at 24:50 was so good, great teaching method and so true. Don't copy paste bad code people! Create solid logical structures that invest in your future self 10-fold.
Thank you for the tutorial =]
Could you maybe explain how to work with ingame devices (such as spawners and storm controllers)? Im really struggling getting them to work and the epic games documentation explains it but does not give actual examples written in code so its hard for a non coder like me to understand what's going on there. Would be really helpful and you videos have already helped me a lot.
Great content support comment! 20:02 - is my favorite part
@WarforgeXP
Жыл бұрын
😅
Amazing I learned a lot, do you know if there is a way to get team scores? I have ways to get a person's score but currently my map has team score which I want to use for triggering events.
@LambVisionStudios
10 ай бұрын
Team settings device elimination manager
I want to know if with Verse if I could make base class actors with Verse script and then turn them into Blueprint child actors. Also, I wonder if Verse will be in the official Engine in a later date. I hope there is a way to use the gameplay ability system all with verse and blueprint instead of with C++ base classes and blueprint. I have had a difficult time with the ability system. I wish C++ wasn't so complicated to work with. Verse is welcome if it will replace making base classes with C++. Since it is code rather than visual scripting, it would be easier to get help with a GPT chat when stuck with a coding problem.
Do we know if moveto works well on published maps? I keep hearing it doesn’t?
Developing your own classes in Verse is definitely a game changer (pun intended 😂). How do you go about importing them into other projects? I imagine it's by typing "using" and some path relative to your project at the top of the file 🤷♂, but I'm wondering what the best practices are.
@WarforgeXP
Жыл бұрын
No, each project is self contained. Code has to be in the project. What I do is make my code as re-useable as possible, then just copy the files into the project. Try to put re-useable code in their own files (instead of combined like I show in this video)
Pleas make Lesson 9 ...
Great video as always! 🔥 Do you know how can I write classes in different files and then to just import them? If that is even possible. Any help is appreciated. Continue the good videos!!!! You are helping me a lot, Thanks
@WarforgeXP
Жыл бұрын
You don't have to import classes from different files in the same project. They will just automatically work
@or_dahan
Жыл бұрын
@@WarforgeXP Okay Thanks for your help, This feature is kinda huge wow! But what about modules, interfaces and structs? Are they automatically imported too?
Will there be a lesson 9
how can I control the space between each platform? for example, how can I make them closer to each other so that it's no so far apart????????????
The Verse syntax is just weird. Blueprint and even C++ are easier to pick up I think.
@rickquade
5 ай бұрын
They did somethings I really like, but you're right. Some stuff is just wonky.
@folgorem
Ай бұрын
I think this language is the best for preparing for the most hated things of any language you might use at work. One thing I like is the if statements also used to handle errors
this is great, but i think epic overdid simplifying verse's syntax
how can i make my custom bp building prop to be enabled or disabled or turn off and turn on in verse without using a device to reference (like in User Options Event Functions)?
@Bubblebunz
4 ай бұрын
Nobody on any forums has been able to answer this. I dont think it is possble. You either have the prop the entire time, unless you move it, and hide props on damaged. but you cant on triggered, of suscribed.to events. Idk I havent been able to do anything with verse yet either so dont listen to this advice. lol
did the series stop, because last video was 7 months ago
I'm trying to have the multiple creative props (Robots in the tutorial) with the same animations, one for attacking and one for running, do I need to have a 2 Cinematic Sequence Devices and 2 Level Sequences or I can reuse the same for all instances of the class "Robot". I tried but the Level Sequence for the animations is applying to 1 Prop and not the main asset so that affects all instances, is there a way or we have to make x copies of both Level Sequence and Cinematic Sequence Devices for all instances?
@WarforgeXP
Жыл бұрын
Yes. That is how you do it. It’s super lame but all we have right now
@miquelsangradorbarcons1290
Жыл бұрын
@@WarforgeXP Ok thx so much
@smudgybrown67
3 ай бұрын
Hello, Did you manage to get your animations working? I have the pet class, with 2 subclasses, monkey and squirrel, with assigned cinematic sequence device and associated level sequences. In the editor, I have 3 monkeys and 3 squirrels and set up the same as Robo in example, however, no anims play. Any help or pointers would be appreciated, thank you.
@miquelsangradorbarcons1290
3 ай бұрын
From what I know it is still impossible to have multiple animations, without multiple cinematic sequences and cinematic sequence devices for each prop and animation.
What does the colon/equal sign := operator mean? Is assigned to? Is a subclass of? What does it literally translate to mean? Thank you! Other languages refer to it as the walrus operator.
@Bubblebunz
4 ай бұрын
Inference.
@Bubblebunz
4 ай бұрын
I dont understand when to use ***(blank, blank): = I am stuck
Nice but why are you never using the constructor of eatch Class? Maybe you have a Player that should have 200 HP (100HP + 100 Shield) and a Prop that should have 1000 Hp. With the Constructor you could filter Things first and than use the Methods/Functions of the Class.
@WarforgeXP
Жыл бұрын
I'll probably teach it later. But the constructors in Verse are lame right now. You can't call any methods, which is 90% of the reason I would want a constructor, give it data, then "start"
@WarforgeXP
Жыл бұрын
I basically use them right now when I need to pass in required components: NewRPGPlayer(IPlayer : player, IRequiredComponents : required_player_components) := rpg_arena_player: Player := IPlayer CamRig := IRequiredComponents.CameraRig Camera := IRequiredComponents.Camera CamSequencer := IRequiredComponents.Sequencer Spellcast := NewSpellCast(IRequiredComponents.SpellVFXSpawner, IRequiredComponents.SpellDamageDevice, IRequiredComponents.SpellDeviceMover, IRequiredComponents.SpellSuperButton, IRequiredComponents.SpellSFXPlayer)