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

Object grabbing

In this section, we'll learn about how object grabbing is implemented. The following screenshot of the VR template shows the hand grabbing a cube object:

The VR template created Blueprint Interface named PickupActorInterface. The Blueprint Interface only contains Function names and parameters and is used to share standard communication protocols between different types of Blueprints.

To create a Blueprint Interface, click the Add New button in Content Browser, and, in the Blueprints submenu, select Blueprint Interface, as shown in the following screenshot:

Double-click PickupActorInterface, which is located in the VirtualRealityBP/Blueprints folder, to open the Blueprint Interface Editor. The next screenshot shows that PickupActorInterface has two Functions named Pickup and Drop. The Pickup Function has an input parameter named AttachTo, which is of the...