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

Event Dispatchers

An Event Dispatcher allows a Blueprint to inform us when an Event happens. The Level Blueprint and other Blueprint classes can listen to this Event, and they may have different Actions that run when the Event is triggered.

We create Event Dispatchers in the My Blueprint panel. As an example, let's create a Blueprint named BP_Platform. When an Actor overlaps the BP_Platform Blueprint, it calls an Event Dispatcher called PlatformPressed. The Level Blueprint is listening for the PlatformPressed Event and spawns an explosion when this Event is triggered:

  1. Create or use an existing project that contains the starter content.
  2. Create a Blueprint and use Actor as the parent class. Name it BP_Platform and open it in the Blueprint Editor.
  1. Click the Add Component button in the Components panel and choose the Static Mesh Component. In the Details panel, choose the...