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


In this section, we'll go through the main Events and Functions used in the teleportation. The next screenshot of the VR template shows when the teleport is active:

Teleportation starts when the player triggers the TeleportLeft or TeleportRight Events by pressing the thumbstick of the Motion Controller. These Events are implemented in the MotionControllerPawn Blueprint. The next screenshot shows the TeleportLeft Event. When it is Pressed, it activates the teleporter arc of Left Controller, and disables the teleporter arc of Right Controller, because only one can be active. The player points to the desired location, and when they release the thumbstick, the Execute Teleportation Event of MotionControllerPawn is called to perform the camera effect and teleport the player:

In the Activate Teleporter Function of the BP_MotionController Blueprint, the Boolean variables...