Book Image

Unreal Engine Game Development Blueprints

By : Nicola Valcasara
Book Image

Unreal Engine Game Development Blueprints

By: Nicola Valcasara

Overview of this book

With the arrival of Unreal Engine 4, a new wonderful tool was born: Blueprint. This visual scripting tool allows even non-programmers to develop the logic for their games, allowing almost anyone to create entire games without the need to write a single line of code. The range of features you can access with Blueprint script is pretty extensive, making it one of the foremost choices for many game developers. Unreal Engine Game Development Blueprints helps you unleash the real power of Unreal by helping you to create engaging and spectacular games. It will explain all the aspects of developing a game, focusing on visual scripting, and giving you all the information you need to create your own games. We start with an introductory chapter to help you move fluidly inside the Blueprint user interface, recognize its different components, and understand any already written Blueprint script. Following this, you will learn how to modify generated Blueprint classes to produce a single player tic-tac-toe game and personalize it. Next, you will learn how to create simple user interfaces, and how to extend Blueprints through code. This will help you make an informed decision between choosing Blueprint or code. You will then see the real power of Unreal unleashed as you create a beautiful scene with moving, AI controlled objects, particles, and lights. Then, you will learn how to create AI using a behavior tree and a global level Blueprint, how to modify the camera, and how to shoot custom bullets. Finally, you will create a complex game using Blueprintable components complete with a menu, power-up, dangerous objects, and different weapons.
Table of Contents (14 chapters)


I hope you enjoyed this chapter; however, I can understand if some of you found it a bit tedious and difficult to handle. I wanted to focus on the code part of Unreal Engine, but don't worry, the next chapters will be easier and more enjoyable.

Like the other chapters, after my guidance, I will give you some tasks that you should try to implement on your own to improve the final product, as follows:

  • Add a door to the enemy spawn point that only allows the enemies to pass through. Use BSP volumes, transparent material, and play with collision preset.

  • Create a Level 2. Hint: we didn't see the level transitions so far; therefore, just create another maze near the first one and teleport the player there when he finishes the first one.

  • Make the enemies smarter. Play with the MoveToLocation button and the player position.

  • Improve the HUD. Try to also show how many collectables need to be founded or the countdown till the enemies respawn.

  • Add a score, use your imagination. A score could depend...