kingers Posted March 21 Report Share Posted March 21 Unreal Engine Blueprint Automation Published 3/2025 MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz Language: English | Size: 6.56 GB | Duration: 7h 24mCreate Blueprint Utilities and Unreal Engine tools to speed up and automate your work. What you'll learn How to navigate Blueprint Editor How to use Events and Functions in Editor Scripted Utilities How automate repetitive tasks with Blueprints. How batch process assets. Fix asset naming convention, apply correct compression settings, cleanup projects and more. How to create Unreal Engine tools with custom UI and Blueprint logic. How to add a custom menu entry to UE interface. How to design Editor Utility Widgets with UMG editor. How to create Lights Manager tool. How to use Tick and how it influences performance How to use Data Tables and a data driven approach to avoid hardcoding data in Blueprints and to make them easy to tweak by anyone. Requirements You should be already familiar with Unreal Engine. Having experience with gameplay/editor Blueprints is not necessary but will for sure come handy. Description This is a zero to hero Blueprints course for automation and tool creation.Following well received Unreal Engine 5 Python Automation Course, this course brings automation and tool creation with Blueprints to everyone who wants to start making tools quickly and without any code.The course begins with introduction to Blueprint editor. While it requires being familiar with Unreal Engine, it's made to suit both beginners and experienced developers.In first chapters of the course, we will focus on batch operations. We will mass process assets and actors using Scripted Actions.We will dive both into Asset Action Utilities and Actor Action Utilities.Those will let you batch rename assets, fix texture compression settings, modify editor properties, remove unused assets, work with metadata tags and more.It should be enough to make you familiar with this kind of Blueprints.Then we will take it to the next level and start creating tools with custom UI.We will explore UMG widget editor, design our own Utility Widgets, create custom list view and then use it in Lights Manager tool.Tutorials in this course are not just 'do what I do' videos. I've put effort into making sure that you know why I do certain things and even though there may be some simplifications at the beginning, there are separate videos made to fill the gaps. Expect explanations on Tick function performance, what are Interfaces, or when to use Cast node and when to use Is A node instead.100% of the course content was recorded on Unreal Engine 5. Overview Section 1: Intro Lecture 1 Course Overview Section 2: Prerequisites Lecture 2 Required Plugins Lecture 3 Asset vs Actor. Mind the difference Lecture 4 Scripted Actions (Utilities) vs Editor Utility WIdgets Section 3: Editor Blueprint Utilities Lecture 5 Hello World Lecture 6 Fix Asset Naming Convention - Simple Batch Rename Lecture 7 Fix Asset Naming Convention - Data Driven Approach Lecture 8 Batch Fix Texture Compression Settings Lecture 9 Remove Unused Assets Lecture 10 Remove Unused Assets - Making it better with Metadata Tags Lecture 11 Create Material Instance From Selected Textures Lecture 12 Assign Material To Selected Asset - Using User Input Lecture 13 Random Actor Rotation Lecture 14 Set Material On Selected Actors Lecture 15 Undo Redo Section 4: Introduction to Utility Widgets Lecture 16 Our First Widget Utility: Rotate Selected Actors Lecture 17 Set Material Widget - working with Single Property View Lecture 18 Modifying properties of selected Asset - how to use Details View Lecture 19 Detect selected Asset change. What is Tick and how to avoid it. Section 5: Lights Manager - Editor Utility Widgets Project Lecture 20 Lights Manager - Intro Lecture 21 List View Lecture 22 List View - Remove Button (optional tutorial) Lecture 23 List View - Add Button (optional tutorial) Lecture 24 Lights Manager based on List View Section 6: Extending Editor Menus Lecture 25 Introduction to Extending Editor Menus Lecture 26 Editor Utility Tool Menu Entry Lecture 27 Editor Utility Widget Menu Entry Lecture 28 Menu Entry Icon Section 7: Interfaces, Casting To Classes - Diving Into Technical Details Lecture 29 What is an Interface? Lecture 30 When to use Cast node and when to use IsA(soft) Intermediates or Professionals who are familiar with Unreal Engine and would like to automate their workflow.,Technical Artists who want to start developing UE tools and need a quick startTurboBithttps://turbobit.net/pibym6ko366r/Unreal.Engine.Blueprint.Automation.part1.rar.htmlhttps://turbobit.net/04wws78bh2ck/Unreal.Engine.Blueprint.Automation.part2.rar.htmlhttps://turbobit.net/dfvhg2fo07o7/Unreal.Engine.Blueprint.Automation.part3.rar.htmlhttps://turbobit.net/n2g8b0vc714d/Unreal.Engine.Blueprint.Automation.part4.rar.htmlhttps://turbobit.net/u2lvt2lnhniy/Unreal.Engine.Blueprint.Automation.part5.rar.htmlhttps://turbobit.net/70q2wosaubuj/Unreal.Engine.Blueprint.Automation.part6.rar.htmlhttps://turbobit.net/twn9cse56ite/Unreal.Engine.Blueprint.Automation.part7.rar.htmlRapidGatorhttps://rapidgator.net/file/a496993552517606fa5f1fda83c914d5/Unreal.Engine.Blueprint.Automation.part1.rarhttps://rapidgator.net/file/23f32c86804c18ee83fe94b5c4cbcb49/Unreal.Engine.Blueprint.Automation.part2.rarhttps://rapidgator.net/file/5f07f65ed02cb40feda071662cf74446/Unreal.Engine.Blueprint.Automation.part3.rarhttps://rapidgator.net/file/9cb41bf93ec365b67a8c889262ae6f1c/Unreal.Engine.Blueprint.Automation.part4.rarhttps://rapidgator.net/file/6167a54f771d101b5fa75b496c76c8ed/Unreal.Engine.Blueprint.Automation.part5.rarhttps://rapidgator.net/file/3e74a3e14137335842a7e0bc2dbb1fa9/Unreal.Engine.Blueprint.Automation.part6.rarhttps://rapidgator.net/file/788afd134062fd385303c04933dd7a7e/Unreal.Engine.Blueprint.Automation.part7.rarFileFactory Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now