Book Image

Blueprints Visual Scripting for Unreal Engine

By : Brenden Sewell
Book Image

Blueprints Visual Scripting for Unreal Engine

By: Brenden Sewell

Overview of this book

Blueprints Visual Scripting for Unreal Engine is a step-by-step approach to building a fully functional game, one system at a time. Starting with a basic First Person Shooter template, each chapter will extend the prototype to create an increasingly complex and robust game experience. You will progress from creating basic shooting mechanics to gradually more complex systems that will generate user interface elements and intelligent enemy behavior. Focusing on universally applicable skills, the expertise you will develop in utilizing Blueprints can translate to other types of genres. By the time you finish the book, you will have a fully functional First Person Shooter game and the skills necessary to expand on the game to develop an entertaining, memorable experience for your players. From making customizations to player movement to creating new AI and game mechanics from scratch, you will discover everything you need to know to get started with game development using Blueprints and Unreal Engine 4.
Table of Contents (15 chapters)
Blueprints Visual Scripting for Unreal Engine
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Creating simple UI meters with UMG


To create an HUD (short for Heads-up Display) that will display the amount of health, stamina, and ammo the player currently possesses, we will first need to create variables within the player character that can track these values. To do so, open the FirstPersonCharacter Blueprint from the Blueprints folder of your project. Within the Blueprint, we are going to define variables that will represent additional states that the player and game will care about. Find the Variables category of the My Blueprint panel in the editor. Click on the + sign to add another variable, and call it PlayerHealth. With PlayerHealth selected, find the Details panel and change the variable type to Float.

Also ensure that the box labeled Editable is checked so that other Blueprints and objects can manipulate this variable. When a variable is made editable, it will be shown with a yellow open eye symbol next to its name in the Variables section of the My Blueprint panel.

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