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

Setting up a lose screen


The lose screen will be presented when the player runs out of health. We will present them with options to restart the last round or quit the game. You may remember the win screen we created; we presented similar options there. Rather than remake the UI screen from scratch, we can save some time by using our WinMenu object as a template.

Go to the Content Browser and open the UI folder inside FirstPersonBp. Right-click on WinMenu and select the Duplicate option. Name this new Blueprint widget LoseMenu. Now open LoseMenu and select the text object showing You Win. Look at the Details panel, and change the Text field under Content to You Lose. Try Again?. Also change the Color and Opacity setting to a dark red color. Finally, you may wish to change the Shadow Color setting's alpha value from 0.0 to 1.0 to show shadows behind the text, as shown in this screenshot:

The two buttons can remain identical to their WinMenu counterparts in appearance and functionality for now...