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

Introduction to VR Development

This chapter explains a number of Virtual Reality (VR) concepts and explores the VR template. As VR headsets have become more affordable, the number of users is increasing fast. There are demands for VR games and also for VR business applications. We will focus on the Blueprints of the VR template. This will be another opportunity to see Blueprint nodes being used in practice. You will be able to use some Blueprint concepts from this chapter in several other types of projects, so this is a useful chapter even if you do not have a VR headset.

Let's analyze the functionalities of the Pawn and Motion Controller Blueprints of the VR template. This chapter explains how to implement new objects that can be grabbed by the player using Motion Controllers, and we will learn about the Blueprint Actions used to implement teleportation.

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