Book Image

Unreal Engine Game Development Blueprints

By : Nicola Valcasara
Book Image

Unreal Engine Game Development Blueprints

By: Nicola Valcasara

Overview of this book

With the arrival of Unreal Engine 4, a new wonderful tool was born: Blueprint. This visual scripting tool allows even non-programmers to develop the logic for their games, allowing almost anyone to create entire games without the need to write a single line of code. The range of features you can access with Blueprint script is pretty extensive, making it one of the foremost choices for many game developers. Unreal Engine Game Development Blueprints helps you unleash the real power of Unreal by helping you to create engaging and spectacular games. It will explain all the aspects of developing a game, focusing on visual scripting, and giving you all the information you need to create your own games. We start with an introductory chapter to help you move fluidly inside the Blueprint user interface, recognize its different components, and understand any already written Blueprint script. Following this, you will learn how to modify generated Blueprint classes to produce a single player tic-tac-toe game and personalize it. Next, you will learn how to create simple user interfaces, and how to extend Blueprints through code. This will help you make an informed decision between choosing Blueprint or code. You will then see the real power of Unreal unleashed as you create a beautiful scene with moving, AI controlled objects, particles, and lights. Then, you will learn how to create AI using a behavior tree and a global level Blueprint, how to modify the camera, and how to shoot custom bullets. Finally, you will create a complex game using Blueprintable components complete with a menu, power-up, dangerous objects, and different weapons.
Table of Contents (14 chapters)

Summary


In this chapter, you have created a fully functional pvp game based on tic-tac-toe mechanics. At the moment, the game is playable and handles all the basics of the game; however, there is a lot of improvement that we can implement in our code.

With the information given to you in this chapter, try to write your own code that improves the game that you just created. There are plenty of choices and it depends on you. Here's some suggestions of what you can do with the elements that you have:

  • Improve the CheckIfWin macro. This macro can be done with only nine calls to the isOwner macro.

  • Handle the draw. Yes, it could happen that no one wins the match as no other moves are possible. Implement this on the CheckIfWin macro.

    Tip

    Use a variable to store the number of blocks clicked on the grid. If a match reaches the max number of blocks, it means that no other moves are possible.

  • Wait for a player input before cleaning the grid. A player will like to see how he loses or wins the match.

    Tip

    Delay...