BPVM Snack Pack #11 - Linking and Binding: The Final Assembly
After creating properties and functions, they're just loose parts. Linking and Binding connects everything together into a working class. Here's the final assembly line.
After creating properties and functions, they're just loose parts. Linking and Binding connects everything together into a working class. Here's the final assembly line.
Your Event Graph isn't really a graph when it runs. It's transformed into a giant function called the Ubergraph. Here's how the function factory works its magic.
When you create a variable in Blueprint, it's not really a variable yet. It's just a description waiting to become a real property. Here's the metamorphosis.
Blueprint classes don't get deleted and recreated during compilation. They get cleaned and reused like a whiteboard. Here's the clever trick that makes hot reload possible.
Every node in your Blueprint needs a translator. Meet the Node Handlers - the unsung heroes that turn your visual nodes into executable code.
Every Blueprint class has a hidden template object that nobody talks about. Meet the CDO - the mysterious instance that defines what 'default' really means.
Blueprint classes don't use C++ inheritance. They use a pointer-based system through SuperStruct. Here's why that design matters.
How does Blueprint A reference Blueprint B when B isn't compiled yet? The skeleton class - Blueprint's version of forward declarations.
You hit 'Compile'. Behind that button is a 16-stage pipeline that handles dependencies, generates code, and updates live instances. Here's how it works.
The node graph you see is actually two systems: the data (UEdGraph) and the rendering (Slate). Here's why that separation matters.