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

Creating an enemy attack

If the enemies we create are going to pose a genuine obstacle to the player achieving the goals we create for them, then we will first need to give the enemies the ability to damage the player. In Chapter 9, Building Smart Enemies with Artificial Intelligence, we set up the basic structure of an enemy attack pattern. It is triggered when the player enters the enemy's line of sight. We are now going to introduce a damage element to this attack, ensuring that there is some consequence of the enemy reaching the melee range of the player.

Making an attack task

We will create an attack task named BTTask_DoAttack that does damage, and we will extend the Attack Player sequence we created in the enemy Behavior Tree. The task will have two variables – one to store the target of the damage and one to store the amount of damage to be applied.

Follow these steps to create the attack task:

  1. In the content browser, access the Content/FirstPersonBP...