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

Binding Events

There is a Bind Event node that binds one Event to another Event or to an Event Dispatcher, which can be in another Blueprint. When an Event is called, all the other Events that are bound to it are also called.

As an example, let's create a child Blueprint class of Blueprint_Effect_Sparks. This new Blueprint binds an Event to the PlatformPressed Event Dispatcher of the BP_Platform Blueprint that we created in the previous example:

  1. Open the project used in the example of Event Dispatcher.
  2. Create a Blueprint, expand the All Classes menu, and search for Blueprint_Effect_Sparks, which we'll use as the parent class. Name it BP_Platform_Sparks and open it in the Blueprint Editor.
  3. In the My Blueprint panel, create a variable named BP_Platform of the BP_Platform type object reference. Check the Instance Editable attribute.
  4. Drag the BP_Platform variable from the...