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
Section 1: Blueprint Fundamentals
Section 2: Developing a Game
Section 3: Enhancing the Game
Section 4: Advanced Blueprints

Game States and Applying the Finishing Touches

In this chapter, we will take the final steps to evolve our game into a complete and fun experience that challenges the player. First, we will introduce player death, which is activated when the player's health is fully drained. Then, we will introduce a round system that will elevate the challenge for the player by requiring increasingly numerous enemies to be defeated as they progress through the rounds. Finally, we will introduce a saving and loading system so that the player can leave the game and later return to the round that they were last playing. With these things accomplished, we will have an arcade-style first-person shooter that a player can continually return to for an increasingly difficult challenge. In the process, we will cover the following topics:

  • Branching menus based on player conditions
  • Creating scaling...