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

Adding Components to a Blueprint

Now, let's create our first Blueprint. It will be a very simple Blueprint that will only contain Components. For now, we will not use Events and Actions:

  1. On the Content Browser, click the green Add New button and select Blueprint Class.
  2. On the next screen, choose Actor as the parent class.
  3. Rename the Blueprint created to RotatingChair.
  4. Double-click this Blueprint to open the Blueprint Editor.
  5. On the Components panel, click the green Add Component button and select Static Mesh, as shown in the following screenshot. This Static Mesh will visually represent this Blueprint:
  1. On the Details panel, there is a property named Static Mesh, which has a drop-down input. Click on the dropdown and select a Static Mesh named SM_Chair. This is a Static Mesh that is part of the starter content. The following screenshot shows the selected SM_Chair:
  1. Let...