pass information to a different blackboard unreal

by Javier Hirthe 3 min read

What is a blackboard?

A blackboard is a simple place where data can be written and read for decision making purposes. A blackboard can be used by a single AI pawn, shared by a squad, or used for any other purpose where it’s convenient to have a central place to look up relevant data.

How to create a blackboard asset?

To create a blackboard asset, in ContentBrowser, right-click, choose “Miscellaneous->Data Asset”, and then select “BlackboardData”. You can add the keys you need to the blackboard section of its details view. Further documentation coming soon (in more detail than on previous thread replies).

What is a native enum?

(I.E. UENUM (BlueprintType)). Once you specify NativeEnum, you need to type in the name of that enum in code.

Why is blackboard data driven?

It’s also efficient for our event-driven behavior trees, because any changes to the blackboard can throw appropriate events without significant performance overhead.

Can you use equals and not equals in a enum?

However, it’s best (in most cases) to just use Equals/Not Equals for enums. If you want to support multiple values, use a Composite decorator to “OR” the valid values together.

The Lamp Blueprint

I’m creating a boolean variable called isLightOn. This will be set to true if it’s lit, and false when it’s switched off (which it is by default). I’ll make sure it’s set to public so it can be read and set by other objects, like the light switch. Click the little eyeball icon to make it public.

The Light Switch Blueprint

Meanwhile, our light switch object will have a mechanism to set this variable. To make that happen, we need to grab a reference to the object above. Let’s create a new variable in our Light Switch and call it Lamp. The default type is probably another boolean, or whatever type you’ve created before. Make sure it’s also set to public.

Referencing the correct Lamp Instance

It is conceivable that we might drag several of our Lamp Blueprints into the scene, thereby creating various instances. Our switch needs to know which exact lamp we’re referring to. Even if there’s only a single Lamp instance, we need to tell it. This step is often overlooked, leading to compiler errors.

Made in blender but it's about unreal. I made an animation for the unreal logo, thought I'd share here because why not

Made in blender but it's about unreal. I made an animation for the unreal logo, thought I'd share here because why not.

I've been working recently on landscape material effects for interactive snow and puddles. These will be included soon in an update for my product Ultra Dynamic Sky, as part of its weather system

I've been working recently on landscape material effects for interactive snow and puddles. These will be included soon in an update for my product Ultra Dynamic Sky, as part of its weather system.

FluidNinja LIVE 1.3 released - fast pressure solver - detail maps - viscous fluids

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