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

Summary

This was a practical chapter. We created step-by-step examples for each Blueprint Communication. We learned about how a Blueprint can reference another Blueprint using Direct Blueprint Communication and how to reference Actors on the Level Blueprint. We saw how to use casting to access variables and Functions of a child class, and how to test whether an instance reference is of a certain class.

We learned about how to use Event Dispatcher to inform us when an Event happens, and how to respond to this Event Dispatcher in the Level Blueprint. We also saw that we could bind an Event of another Blueprint to an Event Dispatcher.

This chapter concludes section 1. We have now learned about the Blueprint fundamentals necessary to start scripting games and applications in Unreal Engine 4.

In section 2, we will start to build a first-person shooter from scratch with step-by-step...