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

Understanding Blueprint Communication

This chapter presents Blueprint Communication, which allows one Blueprint to access information from, and call the Functions and Events of, another Blueprint. This chapter explains Direct Blueprint Communication and shows how to reference Actors on a Level Blueprint. The concept of casting is explained in depth because it is an essential part of Blueprint Communication. We are also going to learn about Event Dispatchers, which enable communication between Blueprint classes and the Level Blueprint, as well as how to bind Events.

For each of these topics, we will do step-by-step examples to facilitate our understanding of the concepts and practice the creation of Blueprint scripts.

The following topics will be covered in this chapter:

  • Direct Blueprint Communication
  • Casting in Blueprints
  • Level Blueprint Communication
  • Event Dispatchers
  • Binding...