Video 1 - Blueprint Introduction
What I learned - This was very much just a simple explanation and introduction to the blueprints system in Unreal. I learned a lot of useful terminology that I wouldn't have known otherwise if I just went in blindly. Class blueprint, level blueprint it was very useful learning these terms and knowing how and when they are both used.
Possible Uses - Taking what I learned I can use this to clearly talk and communicate with my programmers and the rest of my team about what I plan to do and how I build upon our game. Terminology is a very important tool and this information is vital to clearly communicate so the project does not slow down with confusion.
Video 2 - Turning on a light via the Level BP
What I learned - I learned the very basics of working with blueprints, how to get into the blueprint menus and working with a very simple task of just turning on a light on play. I was taught how to connect nodes and simulate so I can see it work while not necessarily playing.
Possible Uses - Apart from the very obvious use of being able to turn a light on while playing. Being a beginner I learned much more uses behind the scenes. Being taught navigation in the blueprints section can me work faster and just this simple demonstration can open up many doors for working faster and efficiently.
Video 3 - Toggling a Light with the level BP
What I learned - What this video taught me was how to use triggers to turn my light on and off as the player enters and leaves the a room. Also how to add on to function segments by taking the nodes and just pulling them out into empty space to add more functions on.
Possible Uses - Triggers are an invaluable resource when making a game. Learning how a trigger works in Unreal and how blueprints work with them will help make my future projects better now that I can mess around with triggers.
Video 4 - Creating a Class BP
What I learned - As the title states the video walked me through on how to create a class blueprint. But there are some pretty jarring differences between a class and level blueprints, such as the viewport and construction script tabs. But, I was shown that it's not all that different and that there are still similarities such as the event graph.
Possible Uses - I feel possible uses for this video can be entirely dedicated to speeding up my workflow as a developer and employee. As was mentioned in the video if I would use just entirely level blueprints I would have to do a lot of copying and pasting and it would slow me down eventually. But this is a good way around that, therefore it can speed up my workflow and make me a more dependable worker.
Video 5 - Adding Components to a Class BP
What I learned - I learned about a very important part of class Blueprints which is adding components. This is very important and can make your actors more robust. The video only scratched the surface of all the components you can add, like text and spotlight but I already feel like I've become more useful.
Possible Uses - Adding components can help make my game objects or actors much better, and this will help make whatever game I'm working on that much better now that I can successfully add components into my class blueprints.
Video 6 - Adding functionality to a Class BP
What I learned - I learned to actually add functions and trigger events for my light, similar to how video three worked only through a class blueprint rather than a level blueprint. A big takeaway was being able to copy the light and have all the functionality from the class blueprint still work in the copy of the object.
Possible Uses - After watching this video I can now make my class blueprints actually function. Which of course is vital to making your game playable, so through this video I can use it to strengthen my projects.
Video 7 - Using Inputs to Control a Class BP
What I learned - As the title says this video shows the user how to add inputs into their class blueprints. It's a very helpful video that shows a very simple but invaluable method of having your players interact with the game world.
Possible Uses - As mentioned before a big use from this is enabling your players to interact with your game's world. Whether it's turning on a light or opening a door, these interactions will help engage your player and are very valuable to your game.
Video 8 - Construction Script Customization
What I learned - So this video introduces you to the construction script, and it's a very interesting tool. So for the majority of the demonstration it was used to make variable public in the details of an actor so you can change them in the editor.
Possible Uses - A good use for this tool and demonstration is again to speed up workflow and just improving your designer mindset. If you pass off a level you're working on to another designer having this public variables that they could edit could save yourself or your co-worker time in the future, and thus increasing workflow.
Video 9 - Level Editor Component Workflow
What I learned - This video doesn't show too much new techniques or applications that you can use. It's all about adding components to blueprints so those components can easily carry over into the blueprint. It also scratches the surface of the particle system in Unreal which was nice to see.
Possible Uses - So this video shows a great alternative to adding components and just shows a different workflow style, and finding and meshing to a certain workflow style is a must for being productive. So I could take the workflow style that was shown and use it to improve myself.