Book Image

Elevating Game Experiences with Unreal Engine 5 - Second Edition

By : Gonçalo Marques, Devin Sherry, David Pereira, Hammad Fozi
Book Image

Elevating Game Experiences with Unreal Engine 5 - Second Edition

By: Gonçalo Marques, Devin Sherry, David Pereira, Hammad Fozi

Overview of this book

Immerse yourself in the Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. Elevating Game Experiences with Unreal Engine 5 will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects, building a dodgeball game, where you'll learn the concepts of line traces, collisions, projectiles, user interface, and sound effects. You’ll also discover how to combine these concepts to showcase your new skills. The second project, a side-scroller game, will help you implement concepts such as animation blending, enemy AI, spawning objects, and collectibles. And finally, you'll cover the key concepts in creating a multiplayer environment as you work on the third project, an FPS game. By the end of this Unreal Engine book, you'll have a broad understanding of how to use the tools that the game engine provides to start building your own games.
Table of Contents (21 chapters)

Blueprint Function Libraries

In UE5, there’s a class called BlueprintFunctionLibary that is meant to contain a collection of static functions that don’t belong to any specific actor and can be used in multiple parts of your project.

For instance, some of the objects that we used previously, such as the GameplayStatics object and Kismet libraries such as KismetMathLibrary and KismetSystemLibrary, are Blueprint Function Libraries. These contain functions that can be used in any part of your project.

There is at least one function in our project that’s been created by us that can be moved to a Blueprint Function Library: the CanSeeActor function defined in the EnemyCharacter class.

In the first exercise of this chapter, we will create a Blueprint Function Library so that we can move the CanSeeActor function from the EnemyCharacter class to the BlueprintFunctionLibrary class.

Exercise 7.01 – moving the CanSeeActor function to the Blueprint Function...