Book Image

Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

By : Marcos Romero, Brenden Sewell
5 (1)
Book Image

Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

5 (1)
By: Marcos Romero, Brenden Sewell

Overview of this book

Unreal Engine's Blueprint visual scripting system enables designers to script their games and programmers to create base elements that can be extended by designers. With this book, you'll explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices. The book guides you through using variables, macros, and functions, and helps you learn about object-oriented programming (OOP). You'll discover the Gameplay Framework and advance to learning how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters focus on building a fully functional game step by step. 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 book demonstrates how to use arrays, maps, enums, and vector operations and introduces the elements needed for VR game development. In the final chapters, you’ll learn how to implement procedural generation and create a product configurator. By the end of this book, you'll have learned how to build a fully functional game and have the skills required to develop an entertaining experience for your audience.
Table of Contents (28 chapters)
1
Part 1: Blueprint Fundamentals
6
Part 2: Developing a Game
11
Part 3: Enhancing the Game
16
Part 4: Advanced Blueprints
21
Part 5: Extra Tools

Summary

In this chapter, we learned how to use data structures to organize data in Blueprints. We learned how to store various elements in an array and how to retrieve any of those elements. We learned how to use other types of containers, such as sets and maps, to store data.

After that, we learned how to create and use enumerations, structures, and data tables, and we saw examples of how they can be related. It was presented to us as several flow control nodes, such as Switch, Gate, and For Each Loop.

This chapter showed various Blueprint features that will help us to organize data so that it can be used effectively. The flow control nodes can simplify the EventGraph because, for each situation, there may be a more suitable node.

In the next chapter, we will learn about world and local coordinates, vector operations, and the use of traces to test collisions.