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Blueprint - Passing on Setter Variable

Hi Guys,

I had a thought I will share about improving the flow of blueprints so I thought I would put this out there and see what people had to say about it.

alt text Okay so Ive seen in alot of cases where people want to set then immediately want to use a getter for that same variable. This lead me to thinking why not have the option to pass along that variable, using a var in a branch/if typically you want the option to pass it into the branch so its just a more natural flow.

alt text The above example is passing along TempAirSpeed to AirSpeed, so we can still access and modify the variable separately with a getter but only when we really need a new getter.

I dont see any major optimization issues as the variable is readily available anyway, this doesnt need to be a get and set for something like AirSpeed, its pretty universal. As in this example:

https://rocket.unrealengine.com/docs/ue4/INT/Gameplay/Blueprints/Examples/ClassBPExamples/PowerUp/index.html#playerentersthepowerup

OverlappingActor reference and PoweredUp boolean can be passed along rather than breaking the flow of the expression.

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asked Mar 11 '14 at 03:33 AM in Using UE4

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ue4-archive ♦♦ STAFF
50k 3670 1999 9124

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:33 AM

alt text

Heres some typical blueprint usage, a dodging function. You can see most of the flow gets broken at the setters, that I can pass along these from the setter in alot of cases and it matches the execution flow.

dodging.jpg (305.5 kB)
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Hi Daniel,

Thank you for your feedback. I have investigated the database and can confirm that a developer has added a request for this feature. Please let us know if there is anything else that would help with improving workflow.

Thank you,

Alexander

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answered Mar 11 '14 at 03:33 AM

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ue4-archive ♦♦ STAFF
50k 3670 1999 9124

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Beware, I am a total noob and can only manage to utilize blueprint from trial and error and looking at other completed blueprints.

Heres my problem. I have tried to duplicate this out of pure nostalgia from dodging in UT, but the nodes after the "Event Do Dodge" confuse me. How do I even create the input "DoubleTap Left" and "DoubleTap Right" to connect to "Dodge Dir"? How could they even correspond to my left movement key and my right movement key?

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answered Mar 25 '14 at 07:23 AM

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