Book Image

Blueprints Visual Scripting for Unreal Engine

By : Brenden Sewell
Book Image

Blueprints Visual Scripting for Unreal Engine

By: Brenden Sewell

Overview of this book

Blueprints Visual Scripting for Unreal Engine is a step-by-step approach to building a fully functional game, one system at a time. Starting with a basic First Person Shooter template, each chapter will extend the prototype to create an increasingly complex and robust game experience. You will progress from creating basic shooting mechanics to gradually more complex systems that will generate user interface elements and intelligent enemy behavior. Focusing on universally applicable skills, the expertise you will develop in utilizing Blueprints can translate to other types of genres. By the time you finish the book, you will have a fully functional First Person Shooter game and the skills necessary to expand on the game to develop an entertaining, memorable experience for your players. From making customizations to player movement to creating new AI and game mechanics from scratch, you will discover everything you need to know to get started with game development using Blueprints and Unreal Engine 4.
Table of Contents (15 chapters)
Blueprints Visual Scripting for Unreal Engine
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Adding the running functionality by extending a Blueprint


We'll begin our exploration of the FirstPersonCharacter Blueprint by adding simple functionality that will give our players more tactical options for moving around in the level. At the moment, the player is limited to moving at a single speed. We can adjust this using Blueprint nodes that listen for key presses, and adjusting the movement speed attached to the CharacterMovement component of the Blueprint.

Breaking down the Blueprint character movement

Let's begin by opening the FirstPersonCharacter Blueprint, located in the same Blueprints folder as CylinderTarget_Blueprint from the last chapter. Find FirstPersonCharacter in the content browser, and double-click on the Blueprint. You will open Event Graph and see a large series of Blueprint nodes. The first group of nodes we will look at is bounded by the event graph comment labeled Stick input, as shown here:

The red trigger nodes are triggered at every frame, and pass the values of...