Book Image

Blueprints Visual Scripting for Unreal Engine - Second Edition

By : Marcos Romero, Brenden Sewell
Book Image

Blueprints Visual Scripting for Unreal Engine - Second Edition

By: Marcos Romero, Brenden Sewell

Overview of this book

Blueprints is the visual scripting system in Unreal Engine that enables programmers to create baseline systems and can be extended by designers. This book helps you explore all the features of the Blueprint Editor and guides you through using Variables, Macros, and Functions. You’ll also learn about object-oriented programming (OOP) and discover the Gameplay Framework. In addition to this, you’ll learn how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters will focus on building a fully functional game using a step-by-step approach. You’ll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You’ll then progress from creating basic shooting mechanics to more complex systems, such as user interface elements and intelligent enemy behavior. The skills you will develop using Blueprints can also be employed in other gaming genres. In the concluding chapters, the book demonstrates how to use arrays, maps, enums, and vector operations. Finally, you’ll learn how to build a basic VR game. By the end of this book, you’ll have learned how to build a fully functional game and will have the skills required to develop an entertaining experience for your audience.
Table of Contents (22 chapters)
Free Chapter
1
Section 1: Blueprint Fundamentals
6
Section 2: Developing a Game
11
Section 3: Enhancing the Game
16
Section 4: Advanced Blueprints

Upgrading the AI Enemies

In this chapter, we will add more functionality to our AI enemies in order to introduce the potential for the player to fail, and to create greater gameplay diversity. At this point, we are going to begin settling on the kind of challenge we want to offer the player. We are going to create zombie-like enemies that will relentlessly pursue the player, creating an action-focused experience, where the player must try to survive against hordes of enemies. We will start by giving more capability to the AI, including the ability to deal damage and use wandering patterns, in order to increase the difficulty of player survival. We will then turn our attention to the player, giving them the ability to fight back against these dangerous enemies. Finally, we will complete the balancing of our increased difficulty by creating a system to spawn new enemies in the game...