Book Image

Blueprints Visual Scripting for Unreal Engine - Second Edition

By : Marcos Romero, Brenden Sewell
Book Image

Blueprints Visual Scripting for Unreal Engine - Second Edition

By: Marcos Romero, Brenden Sewell

Overview of this book

Blueprints is the visual scripting system in Unreal Engine that enables programmers to create baseline systems and can be extended by designers. This book helps you explore all the features of the Blueprint Editor and guides you through using Variables, Macros, and Functions. You’ll also learn about object-oriented programming (OOP) and discover the Gameplay Framework. In addition to this, you’ll learn how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters will focus on building a fully functional game using a step-by-step approach. You’ll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You’ll then progress from creating basic shooting mechanics to more complex systems, such as user interface elements and intelligent enemy behavior. The skills you will develop using Blueprints can also be employed in other gaming genres. In the concluding chapters, the book demonstrates how to use arrays, maps, enums, and vector operations. Finally, you’ll learn how to build a basic VR game. By the end of this book, you’ll have learned how to build a fully functional game and will have the skills required to develop an entertaining experience for your audience.
Table of Contents (22 chapters)
Free Chapter
1
Section 1: Blueprint Fundamentals
6
Section 2: Developing a Game
11
Section 3: Enhancing the Game
16
Section 4: Advanced Blueprints

Traces

Traces are used to test whether there are collisions along a defined line segment. A trace can be done by channel or by object type, and can return the single or multiple objects that have been hit.

The channels available are Visibility and Camera. The object type can be WorldStatic, WorldDynamic, Pawn, PhysicsBody, Vehicle, Destructible, or Projectile.

The next screenshot shows the collision responses of a Static Mesh Actor. There are Collision Presets that can be selected, such as BlockAll, OverlapAllDynamic, and Pawn. Or, you can choose Custom… as Collision Presets and define the Collision Responses properties individually. The object type is set via the Object Type property dropdown, while the Visibility and Camera channels are defined in the Trace Responses section of the Collision Responses table:

When a trace Function collides with something, it returns one...