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 chapter, we explored the VR template, which is a simple way to start experimenting with VR development. We saw that the main functionalities of the VR template are divided between the MotionControllerPawn and BP_MotionController Blueprints.

We learned about the concept of the Blueprint Interface and saw how to use it to create new Blueprints that can be grabbed by a Motion Controller. We analyzed the implementation of object grabbing and teleportation in order to be able to adapt them to our projects.

We have reached the end of the book, but this will be the beginning of a new journey for you and your projects. Start by creating some simple projects to practice the knowledge you learned in this book and gain experience. Then, find a complete Unreal Engine project, open it, and try to understand how Blueprints were used. Epic Games has some complete projects available...