From the course: Unreal: Blueprint
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Functions
- [Instructor] So now we're gonna take a look at how we can build a custom function within an Unreal blueprint to enable us to be able to modularize our blueprint system so we don't have these sort of massive sprawling graphs and we can create these great little modular components. And so we're gonna go back now to the example that I'd shown you previously where we're just updating the value of this text within this box, right? And so what we had, if we go to our five blueprint folder and open up this example, very simple blueprint that we have here. I've just deleted out some of the stuff that I had made. So the point here is we've got this event begin play that's driving this timeline, that's creating a value and then creating a text string, and we wanna create a little module that's gonna update that actual text component here, this text render that we added to the scene. And I could do that within this blueprint. It's not that many nodes. It wouldn't really be that complicated…
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