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 started on the path of creating a challenging but balanced game experience by enhancing the capabilities of our AI-driven enemies. We gave our enemies zombie-like behavior by allowing them to wander aimlessly around the level until noticing the player by sight or sound. We also gave them the ability to charge forward when they notice the player and launch a melee attack, lowering the player's health. Then, we gave the player the chance to fight back by attacking the enemy, eventually destroying them once the enemy's health is depleted. Finally, we gave new flexibility to our game by setting up a system to create new enemies as the game is being played.

At this point, the core content of our game is nearly complete. You should feel proud of the significant progress you have made! You can take some time to tweak the many variables you have created to customize the gameplay to your liking, or you can continue reading if you are ready to move on...