Index
A
- additive animations
- about / Additive animations
- aim logic, top-down shooter
- implementing / Aim logic
- character, rotating / Rotate To Aim
- aim angle, setting / Set Aim angle
- Animation Blueprint
- about / Animation Blueprints
- Event Graph / Animation Blueprints
- Anim Graph / Animation Blueprints
- Animation pose
- about / Animation poses
- animations
- creating / Animations
- animations, top-down shooter
- creating / Animations
- aim offset, creating / Aim Offset
- Blend Space, creating / Blend Space
- Animation Blueprint, creating / Animation Blueprint – AnimGraph
- animation notifies, reloading / Animation Notifies
- Animation Sequence
- about / Animation Sequence
- additive animations / Additive animations
- blending animation / Blending animation
- animation system
- Persona / Animations, Persona
- Skeleton / Animations
- Animation Sequences / Animations
- Animation Sequence / Animation Sequence
- Anim Graph
- about / Animation Blueprints
B
- Binary Space Partitioning (BSP)
- Blender
- blending animation
- about / Blending animation
- Blueprint
- about / What is Blueprint?
- debugging / Blueprint debugging
- debugging, with Blueprint debugger tab / Blueprint debugger tab
- compiler result / Compiler result
- Blueprint, types
- Level Blueprint / Level Blueprints
- Blueprint class / Blueprint class
- Data-Only Blueprint / Data-Only Blueprint
- Blueprint Interface / Blueprint Interface
- Blueprint Macro Library / Blueprint Macro Library
- Blueprint class
- about / Blueprint class
- Actor / Blueprint class
- Pawn / Blueprint class
- Character / Blueprint class
- PlayerController / Blueprint class
- Game Mode / Blueprint class
- creating / Creating your first Blueprint class
- Blueprint Editor
- menu bar / Menu bar
- toolbar / Toolbar
- Viewport / Viewport
- Components panel / Component panel
- Details panel / Detail panel
- My Blueprint panel / My Blueprint panel
- graph editor / Graph editor
- Blueprint Function Library
- about / Blueprint Function Library
- player ragdoll, killing / Kill and respawn a player ragdoll
- player ragdoll, respawning / Kill and respawn a player ragdoll
- function library, creating / Create and use a function library
- function library, using / Create and use a function library
- Blueprint Interface
- about / Blueprint Interface
- Blueprint Macro Library
- about / Blueprint Macro Library
- BSP brush
- used, for creating symbols / The symbols – create the O and the X
C
- Cascade
- about / Particle system
- interface / The Cascade interface
- collectables, UFO Run game
- creating / Collectables
- materials / Materials
- particle system, creating / Particle system
- blueprint script / Blueprint script
- collectables and items, open world survival game
- adding / Collectables and items
- Blueprint structure, creating / Blueprint structures
- superclasses, implementing / Superclasses
- superclass, extending / Extending the superclass
- handler, crafting / Crafting handler
- Blueprint Interface, implementing / Implementing the Blueprint Interface
- super item interaction, implementing / Super item interaction
- corridor
- creating / Fake platform corridor
D
- 3ds Max
- Data-Only Blueprint
- about / Data-Only Blueprint
- data pins
- about / Pins
- data types
- about / Types of variables and data
- structure / Types of variables and data
- references to objects or actors / Types of variables and data
- references to interfaces / Types of variables and data
- references to classes / Types of variables and data
- enumeration / Types of variables and data
- destructible mesh
- about / Destructible meshes
- creating / Destructible meshes
- doors, platform maze
- creating / Door trigger volume
- creating, within Matinee / Doors within Matinee
- creating, within Blueprint / Doors within Blueprint
- Dots per inch (DPI) scale
- about / Wizard Blueprint
E
- emitters, particle system
- about / Emitters
- enemies, top-down shooter
- enemy, PAC-MAN
- creating / Enemies
- enemy pawn, creating / Enemy Pawn
- AI, creating / Enemy AI
- navigation mesh, defining / Navigation mesh
- Event Graph
- about / Animation Blueprints
- execution pins
- about / Pins
G
- gameplay, UFO Run game
- scripting / Gameplay
- references, preparing / Prepare the needed references
- player controller class, adding / The player controller class
- StartGame event, creating / StartGame
- useFuel event, creating / The useFuel event
- spawn collectable function, adding / Spawn Collectable function
- update event, implementing / Update
- collect item event, adding / Collect Item
- gameOver event, implementing / The gameOver event
H
- Heads-up display (HUD) class
- about / HUD class
I
- interface, Cascade
- Menu bar / The Cascade interface
- Toolbar / The Cascade interface
- Viewport panel / The Cascade interface
- Emitters panel / The Cascade interface
- Details panel / The Cascade interface
- Curve Editor / The Cascade interface
- inventory system, open world survival game
- creating / Inventory system
- inventory button, adding / The inventory button
- inventory craft button, adding / The inventory craft button
- main user interface, creating / Main user interface
K
- Kismet
- about / What is Blueprint?
L
- landscape, open world survival game
- creating / Landscapes
- Manage mode, using / Manage mode
- Sculpt mode, using / Sculpt mode
- material, using / Landscape material
- Paint tool, using / Paint tool
- foliage, adding / Foliage
- Landscape Editor
- Sculpt tool / Sculpt mode
- Smooth tool / Sculpt mode
- Flatten tool / Sculpt mode
- Ramp tool / Sculpt mode
- Erosion tool / Sculpt mode
- Hydro Erosion tool / Sculpt mode
- Noise tool / Sculpt mode
- Retopologize tool / Sculpt mode
- Visibility tool / Sculpt mode
- Selection tool / Sculpt mode
- Level Blueprint
- about / Level Blueprints
M
- main user interface, open world survival game
- creating / Main user interface
- setting up / Main setup and visibility
- visibility, setting up / Main setup and visibility
- designing / Design the UI
- craftable items, adding / Prepare the cookbook
- receipe button bindings, implementing / Receipe button bindings
- objects, adding to inventory / Add objects to the inventory
- items, removing / Remove and use items
- items, using / Remove and use items
- drop item, implementing / Drop item – character side
- items logic, crafting / Craft items logic
- inventory button logic, adding / Inventory button logic
- item details, handling / Item details and buttons
- buttons, handling / Item details and buttons
- Matinee
- about / Matinee
- Curve Editor / Curve Editor
- Track View / Track View
- sequence, creating / Create a Matinee
- Maya
- maze, PAC-MAN
- creating / The maze
- designing / Designing the maze
- material, applying to multiple surfaces / Applying a material to multiple surfaces
- modules, particle system
N
- navigation mesh
- about / Navigation mesh
- nodes
- about / Nodes
O
- OpenType Format (OTF)
- about / Import a custom font
- open world survival game
- landscape, creating / Landscapes
- day-night cycle, creating / Day-Night cycle
- collectables and items, adding / Collectables and items
- inventory system, creating / Inventory system
P
- PAC-MAN
- game, preparing / Preparing the game
- project, creating / Creating the project
- transparent materials, creating / Transparent materials
- maze, creating / The maze
- game logic, adding / The code
- class, creating / Class Wizard
- collectable object, implementing / Collectable
- player character, adding / Player character
- enemy, creating / Enemies
- game mode, setting / Game mode
- user interface, creating / User Interface
- collisions, handling / Collisions – custom presets and types
- particle system
- about / Particle system
- modules / Cascade, Modules
- emitters / Emitters
- level of detail (LOD) system / Level of detail
- Cascade, interface / The Cascade interface
- Persona
- about / Persona
- physics constraint
- about / Physics constraint
- pins
- platform maze
- doors, creating / Door trigger volume
- killer objects, adding / Killer objects
- map, creating / The game
- static platform, creating / Don't fall
- rolling stones, adding / Rolling stones
- falling path, creating / The falling path
- wrecking balls, creating / Wrecking balls
- player character, PAC-MAN
- adding / Player character
- movement, implementing / Movements
- collisions, handling / Collisions
- winning condition, handling / Winning or losing the game
- losing condition, handling / Winning or losing the game
- lives, handling / Dead
- Blueprint class, creating / C++ class to Blueprint class
R
- ragdoll physics
- about / Ragdoll physics
S
- Skeleton
- about / Skeleton
- Slate UI
- about / The code
- spawner, top-down shooter
- creating / Spawner
- custom component, creating / Custom component
- spawn volume, UFO Run game
- handling / Spawn volume
- components, adding / Components
- random point function, using / Random point function
- actor reference, creating / Actor reference
- SpeedTree package
- URL / Foliage
- symbols
- creating, BSP brush used / The symbols – create the O and the X
- material, creating / Creating a new material for the symbols
T
- tic-tac-toe
- overview / What do we need?
- preparing / Preparing the game
- files, clearing / Clean the unnecessary items and scripts
- symbols, creating / The symbols – create the O and the X
- material, creating for symbols / Creating a new material for the symbols
- logic, creating / Writing our Blueprints
- turn-based mechanic, implementing / Turn-based mechanics
- Static Mesh, setting / Set Static Mesh via Blueprint
- arrays, using / Working with arrays
- macro, creating / Creating a macro
- UI, implementing with text render / UI using text render
- custom events, using / Custom events
- format text, adding / Format text
- score, handling / Score
- game flow, creating / Game flow
- top-down shooter
- creating / The game
- project, cleaning / Cleaning the unnecessary files
- imported files, adjusting / Adjust the imported files
- Skeletal Mesh, retargeting / Skeletal Mesh retarget
- animations, creating / Animations
- inputs, modifying / Inputs
- player movements, implementing / Player movements
- aim logic, implementing / Aim logic
- gate node, using / Gate
- shooting events, starting / Start and stop shooting events
- shooting events, stopping / Start and stop shooting events
- player, flipping / Flip the player
- weapon, creating / Weapon
- spawner, creating / Spawner
- eventGraph, creating / Animation Blueprint – EventGraph
- enemies, creating / Enemies
- game mode, defining / Game Mode
- user interface, creating / User interface
- TrueType Format (TFF)
- about / Import a custom font
U
- UFO Run game
- project, creating / The game
- blocking volumes, using / Blocking volumes
- menu camera, using / The menu camera
- user interface, creating with Wizard Blueprint / Wizard Blueprint
- custom font, importing / Import a custom font
- buttons, adding / Buttons
- click events, implementing / Click events
- default camera, setting / Set the default camera
- HUD class, setting / HUD class
- player controller class, creating / Player controller class
- start button, adding / Start button
- in-game screen, creating / In-game screen
- property, binding / Property binding
- user interface, switching / Switch user interface
- collectables, creating / Collectables
- spawn volume, handling / Spawn volume
- gameplay, scripting / Gameplay
- UFO Run game, particle system
- creating / Particle system
- required module / Required
- spawn module / Spawn
- lifetime module / LifeTime
- initial size module / Initial size
- initial velocity module / Initial velocity
- Color Over Life module / Color Over Life
- size over life module / Size over life
- cylinder module / Cylinder
- acceleration module / Acceleration
- UI, tic-tac-toe
- implementing, text render used / UI using text render
- game state / UI using text render
- win counters / UI using text render
- tooltips / UI using text render
- UMG
- about / UMG
- Widget Blueprint / Widget Blueprint
- Heads-up display (HUD) class / HUD class
- UnrealBuildTool (UBT)
- about / The code
- Unreal Engine 4
- about / Knowing the environment
- URL / Knowing the environment
- project, creating / Creating a project
- Blueprint class, creating / Creating your first Blueprint class
- data types / Types of variables and data
- variable types / Types of variables and data
- nodes / Nodes
- pins / Pins
- Blueprint, debugging / Blueprint debugging
- Unreal Motion Graphics (UMG)
- about / UI using text render, Preparing the game
V
- variable types
- about / Types of variables and data
- Boolean / Types of variables and data
- Byte / Types of variables and data
- Integer / Types of variables and data
- Float / Types of variables and data
- Name / Types of variables and data
- String / Types of variables and data
- Text / Types of variables and data
- Vector / Types of variables and data
- Rotator / Types of variables and data
- Transform / Types of variables and data
- Visual Studio
- about / Visual Studio
- project solution, creating / Creating the project solution
- new class, adding / Add a new class from the editor
W
- weapon, top-down shooter
- creating / Weapon
- socket, using / Socket
- Blueprint class, creating / Weapon Blueprint class
- animation, reloading / Animation reloading
- bullet, using / Bullet
- player character, handling / Player character weapon slots
- collecting / Weapon collectables
- mono-use weapon, creating / Mono-use weapon
- Widget Blueprint
- about / Widget Blueprint
- Menu bar / Widget Blueprint
- Tool bar / Widget Blueprint
- Editor Mode / Widget Blueprint
- Palette / Widget Blueprint
- Hierarchy / Widget Blueprint
- Visual Designer / Widget Blueprint
- Details panel / Widget Blueprint
- Animations / Widget Blueprint