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

Creating simple UI meters with UMG

The creation of UI elements is done in the UMG, which is a visual UI authoring tool. We can use the UMG to create a menu and game Heads-Up Display (HUD). A HUD is a kind of transparent display that provides information without requiring the user to look away. We want to show meters on the HUD with the amounts of health, stamina, and ammo the player currently possesses. These meters that appear on the HUD are known as UI meters.

To create a HUD that will display the UI meters for health, stamina, and ammo, we will first need to create variables within the player character that can track these values. Before doing so, ensure that the box labeled Instance Editable is checked so that other Blueprints and objects can manipulate the variables. When a variable is made editable, it will be shown with a yellow open eye symbol next to its name in the Variables...