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

World and relative transforms

The Actor class has a Transform structure. This structure has three variables, which are used to represent Location, Rotation, and Scale. The Transform structure of an Actor that is on the Level can be modified by using the Details panel or the transformation Widget that appears when you select an Actor.

In the Level Editor, there are buttons that we can use to select the type of transformation to apply to an Actor, as we can see in the next screenshot:

The 3D space is represented by three axes: X, Y, and Z. These axes are represented by colors: the color red is the x axis, the color green is the y axis, and the color blue is the z axis.

The Location variable of the Transform structure has a set of values for X, Y, and Z, which determine the position on each axis. These values are also known as the world location of the Actor. The next screenshot...