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

Making the enemies destructible


With detection possible with both sight and sound, you might now find it difficult to avoid being spotted by enemies. We will now turn our attention to the other side of gameplay balancing, and equip the player with the means of combating the enemies.

Saving time by reusing existing Blueprint content

Recall that in earlier chapters, we created enemy targets that the player could destroy after a couple of hits with a projectile. We want to give the player a similar ability to mitigate the threat provided by our new enemies. To do so, we can repurpose the Blueprint nodes we already created to handle damage taking and destruction.

Navigate to Content Browser, go inside the Blueprints folder, and open CylinderTarget_Blueprint. In the Event Graph, find the sequence of nodes that are triggered by the Event Hit node. Click and drag a selection box around every node in this sequence, ensuring that you don't miss any connected nodes. With all the nodes in this sequence...