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

Packaging the game into a build

To package your game to be played on a particular platform, click on File in the main menu, then on Package Project, and finally, on the relevant platform that matches the build you want to make, as follows:

Once you click on a platform, you will be prompted to select a location on your hard drive to store the build you make. After selecting a location, you will see a popup that tells you that the engine is packaging the project. If something goes wrong in the packaging process, you will be shown the details of the error in the output log window that pops up. Packaging a project can take a bit of time, depending on how complex and large the project is, but if you don't encounter any errors, then you will eventually see a message saying that the packaging is complete. Congratulations, you have created a packaged copy of your game!

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