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 created a project and an initial Level using a first-person shooter template. We then set up a target object that reacts to the player's gunfire by changing its appearance. Finally, we set up a Blueprint that allows us to rapidly create moving targets. The skills we have learned about here will serve as a strong foundation for building more complex interactive behavior in later chapters, or even entire games of your own making.

You may wish to spend some additional time modifying your prototype to include a more appealing layout or feature faster moving targets. As we continue building our game experience, remember that you always can linger on a section and experiment with your own functionality or customization. One of the greatest benefits of a Blueprint's visual scripting is the speed at which you can test new ideas, and each additional skill that you learn will unlock exponentially more possibilities for game experiences that you can explore...