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

Setting a gameplay win condition


One of the final steps we need to establish a full game loop is to create a condition for the player to win. To do so, we will modify our HUD and controller Blueprints to account for a target goal that the player must strive to hit.

Displaying a target goal in the HUD

First, we need to create a variable that will establish how many targets we are asking the player to destroy in order to achieve a win. Open up the FirstPersonCharacter Blueprint and create a new variable called TargetGoal. Make it an Integer variable type, ensure Editable is checked, and then set its default value to 2 for now.

Now that we have created a target goal, we should display this information to the player. Open the HUD Blueprint widget we created under our UI folder. From the Designer view, find the Hierarchy panel. Drag two more Text objects from the Palette panel onto the Goal Tracker object in the Hierarchy. For the first text object, change the Text field to / , including the space...