Book Image

Unreal Engine 4.X By Example

By : Benjamin Carnall
Book Image

Unreal Engine 4.X By Example

By: Benjamin Carnall

Overview of this book

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today’s development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine’s tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine’s rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.
Table of Contents (17 chapters)
Unreal Engine 4.X By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Debugging our Blueprints


Much like C++ code, UE allows us to debug our Blueprints. This is a very useful tool that Unreal has provided for us. Let's take our BH_BarrelKiller_Blueprint as an example. We have just created a node cluster that performs functionality based on a logical check. If we were developing in C++ code and our desired functionality was not taking place, we would place breakpoints throughout the areas of code we wish to investigate, so we can closer inspect our game state at runtime. We can perform the same debugging functionality with Blueprints. We have scripted some blueprint functionality that should only destroy actors when they are of type BH_Barrel. So, let's place a breakpoint on our Destroy Actor function node by right-clicking on the node and selecting Add breakpoint. Nodes with breakpoints can be denoted by a small red circle in the top left-hand corner of the node.

Now place an instance of our BH_BarrelKiller at the base of our first ramp and run the project...