Book Image

Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

By : Marcos Romero, Brenden Sewell
5 (1)
Book Image

Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

5 (1)
By: Marcos Romero, Brenden Sewell

Overview of this book

Unreal Engine's Blueprint visual scripting system enables designers to script their games and programmers to create base elements that can be extended by designers. With this book, you'll explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices. The book guides you through using variables, macros, and functions, and helps you learn about object-oriented programming (OOP). You'll discover the Gameplay Framework and advance to learning how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters focus on building a fully functional game step by step. 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 book demonstrates how to use arrays, maps, enums, and vector operations and introduces the elements needed for VR game development. In the final chapters, you’ll learn how to implement procedural generation and create a product configurator. By the end of this book, you'll have learned how to build a fully functional game and have the skills required to develop an entertaining experience for your audience.
Table of Contents (28 chapters)
1
Part 1: Blueprint Fundamentals
6
Part 2: Developing a Game
11
Part 3: Enhancing the Game
16
Part 4: Advanced Blueprints
21
Part 5: Extra Tools

Summary

In this chapter, we have enhanced the play experience by adding constraints to the player's abilities and established a goal for the player to achieve. In the process, you have learned how to use timers to repeat actions, how to create collectible objects in the game world, and how to create a menu system.

This chapter concludes Part 2. The elements that make up the foundation of a video game experience are present in the game that we've built. If you desire, make a copy of the project, increase the target goal, and spend some time customizing the level layout to create a properly challenging game experience that is uniquely yours.

In Part 3, we'll begin tackling a more advanced subject of Blueprint scripting and game development: artificial intelligence (AI). We will also add new features to the game and see how to build and publish the game.

In the next chapter, we will replace our cylinder targets with smart enemies that can patrol between points...