When Unreal Engine 4 was made available to the public in early 2014, it held within its new features, a new major feature called the Blueprints editor. Everyone expected that the engine would still use and support the Kismet editor from Unreal Engine 3, but we found that Epic removed it and replaced it with a brand new and more powerful editor for game/gameplay logic scripting.
In the course of this book, we'll use this new system to build up our content and games, and in this chapter, we'll cover the following topics:
Blueprints inside Unreal and its usage and types
iOS platform-specific nodes
Blueprints—tips and tricks
iOS project pipeline with Unreal
Setting up project settings
Building into a device