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Romero Blueprints

Quarta-feira, 12 de agosto de 2015. Using structs in Blueprints. This article begins the third part of this blog, " 3D Fundamentals with Blueprints. But before we talk about 3D concepts, let's learn a little more about "structure" (struct). We have already used various structures in our Blueprints without knowing what they really are. This option will create an output pin for each element of the structure:. The variables "Location" and "Scale" are of the "Vector" type and the variable "Rotation" is of th...

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Romero Blueprints | romeroblueprints.blogspot.com Reviews
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Quarta-feira, 12 de agosto de 2015. Using structs in Blueprints. This article begins the third part of this blog, 3D Fundamentals with Blueprints. But before we talk about 3D concepts, let's learn a little more about structure (struct). We have already used various structures in our Blueprints without knowing what they really are. This option will create an output pin for each element of the structure:. The variables Location and Scale are of the Vector type and the variable Rotation is of th...
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Romero Blueprints | romeroblueprints.blogspot.com Reviews

https://romeroblueprints.blogspot.com

Quarta-feira, 12 de agosto de 2015. Using structs in Blueprints. This article begins the third part of this blog, " 3D Fundamentals with Blueprints. But before we talk about 3D concepts, let's learn a little more about "structure" (struct). We have already used various structures in our Blueprints without knowing what they really are. This option will create an output pin for each element of the structure:. The variables "Location" and "Scale" are of the "Vector" type and the variable "Rotation" is of th...

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1

Romero Blueprints: GameHUD: Initializing the variables with a Macro

http://www.romeroblueprints.blogspot.com/2014/06/gamehud-initializing-variables-with.html

Quarta-feira, 18 de junho de 2014. GameHUD: Initializing the variables with a Macro. Has a Blueprint called GameHUD which draws the game information on the screen. To keep the game simple, this Blueprint will also be responsible for various rules of the game. The construction of this "Blueprint" will be split into several articles. In this article we will create the Blueprint GameHUD in the editor, define the variables and add a Macro that will initialize the variables of the game. The use of a Macro.

2

Romero Blueprints: About Me

http://www.romeroblueprints.blogspot.com/p/about-me.html

My name is Marcos Romero, I am Brazilian. I started programming games with the C language in 1993 when I was 14 years old. I made available my old games and a variety of teaching materials that I created about game development on a blog in Portuguese called Romero Games:. In 1999, I started the first game development company in the state of Pará, northern Brazil. The company name was RH Games. For more information about RH Games visit the blog:. Later I received a poster manually. In March 2016, at the G...

3

Romero Blueprints: Usando estruturas em Blueprints

http://www.romeroblueprints.blogspot.com/2015/08/usando-estruturas-em-blueprints.html

Quarta-feira, 12 de agosto de 2015. Usando estruturas em Blueprints. Neste artigo vamos conhecer um pouco mais sobre "estrutura" (struct). Já usamos diversas estruturas em nossos Blueprints sem sabermos o que elas são realmente. De uma forma simplificada, um Blueprint é composto por "Dados", "Ações" e "Componentes". Entretanto, as vezes precisamos apenas reunir em um único lugar diversas variáveis relacionadas. Ao invés de criar um Blueprint contendo apenas "Dados", podemos criar uma. Podemos até separar...

4

Romero Blueprints: Paper 2D Game: Sprites and Camera

http://www.romeroblueprints.blogspot.com/2015/06/paper-2d-game-sprites-and-camera.html

Sexta-feira, 26 de junho de 2015. Paper 2D Game: Sprites and Camera. Paper 2D is a system of the Unreal Engine 4 used to create 2D games based on Sprites. Sprite is an image that represents an object in a 2D game. The main elements that are part of Paper 2D are Sprite, Flipbook and TileSet / TileMap. To add these elements to a project, click the "Add New" button of the Content Browser and look for the "Paper2D". The Paper 2D can be used in various ways:. In the creation of a pure 2D game;. Save the image...

5

Romero Blueprints: Table of Contents

http://www.romeroblueprints.blogspot.com/p/table-of-contents.html

Blueprints Compendium - Volume 2. Blueprints Compendium Volume 2 is a document that presents 25. Topics related to Blueprints that help to explore the true potential of the Blueprints. The document can be downloaded at this link:. BP Compendium 2: Blueprint Editor. BP Compendium 2: Components. BP Compendium 2: Variables. BP Compendium 2: Events. BP Compendium 2: Actions. BP Compendium 2: Arithmetic Operators and Expressions. BP Compendium 2: Relational and Logical Operators. BP Compendium 2: Arrays.

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Miércoles, 17 de febrero de 2010. Bibliografía de Emilio Romero Padilla (Puno 1899 - Lima 1993). El Departamento de Puno.Monografía del Departamento de Puno.Imprenta Torres. Tres ciudades del Perú. Imprenta Torres Aguirre, Lima, 1929. Geografía económica del Perú. Imprenta Torres Aguirre, Lima, 1930 —reimpresa en. 1936, 1953 y 1961. Existe una edición abreviada de 1968. El Descentralismo. Biblioteca Perú Actual, Lima, 1937 —Ed. Tarea: segunda. Edición,Lima, 1987. Moneda, Lima, 1941. Entre sus obras liter...

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Quarta-feira, 12 de agosto de 2015. Using structs in Blueprints. This article begins the third part of this blog, " 3D Fundamentals with Blueprints. But before we talk about 3D concepts, let's learn a little more about "structure" (struct). We have already used various structures in our Blueprints without knowing what they really are. This option will create an output pin for each element of the structure:. The variables "Location" and "Scale" are of the "Vector" type and the variable "Rotation" is of th...

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