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

Animating a zoom view


A core element of modern First-Person Shooters is a variable FOV (also known as field of view) in the form of a player's ability to look down the scope of a gun to get a closer view of a target. This is a significant contributor to the feeling of accuracy and control that modern shooters provide. Let's add a simple form of this functionality to our prototype.

In an empty section of grid next to your mouse input nodes, right-click, search for an InputAction Zoom trigger node, and add it. We want to modify the FOV value that is contained within the FirstPersonCamera component, so we go to the Components panel and drag FirstPersonCamera out onto the event graph.

Drag the output pin into empty space, search for the Set Field Of View node, and place it. Lowering the field of view gives the effect of zooming into a narrower area in the center of the screen. Since the default field of view value is set to 90, for our zoom, let's set the field of view in the set node to 45, like...