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

Chapter 11: Game States and Applying the Finishing Touches

In this chapter, we will take the final steps to evolve our game into a complete and fun experience that challenges the player. First, we will introduce player death, which is activated when the player's health is fully drained. Then, we will introduce a round system that will elevate the challenge for the player by requiring increasingly numerous enemies to be defeated as they progress through the rounds. Finally, we will introduce a saving and loading system so that the player can leave the game and later return to the round that they were last playing. In this chapter, we will cover the following topics:

  • Showing different menus based on player conditions
  • Creating scaling difficulty with gameplay modifiers
  • Supporting the game state being saved and reloaded later
  • Branching level initialization based on the saved data
  • Creating transition screens that display gameplay data

By the end...