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Unreal Engine Game Development Blueprints

Unreal Engine Game Development Blueprints

By : Valcasara
2.3 (3)
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Unreal Engine Game Development Blueprints

Unreal Engine Game Development Blueprints

2.3 (3)
By: 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 (9 chapters)
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Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "We can include other contexts through the use of the include directive".

A block of code is set as follows:

#pragma once

#include "GameFramework/Actor.h"
#include "Collectable.generated.h"

UCLASS()
class PACMAN_API ACollectable : public AActor
{
  GENERATED_BODY()
  
public:
  // Sets default values for this actor's properties
  ACollectable();

  // Called when the game starts or when spawned
  virtual void BeginPlay() override;
  
  // Called every frame
  virtual void Tick( float DeltaSeconds ) override;
};

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Click on the Blueprints button in the Level Editor toolbar."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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