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)


In this chapter, you saw how easy is to create different elements for a puzzle game using just a few of and how it is possible to create potentially infinite game sections by tweaking their settings.

You know now how to manipulate the physic at your advantage, handle triggers in a dynamic environment, and create fun and reusable dynamic objects.

As usual, these are the possible extensions and tweaking for this game:

  • We created bullets but we didn't implement in the game. Do it by creating a new section with shooting turrets around the path. To create them, check how we create the weapon on the previous chapter and use static meshes to create the shapes of the turret.

  • Create a Matinee that shows the whole maze before the player starts it. Launch this Matinee on begin play of the Level Blueprint, use triggers within the level to avoid that matinee being launched multiple times. Swap the camera with the player one when it ends.

  • Create moving platforms. Using Matinee and trigger volumes,...