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

Pausing the game and resetting the save file

We will create PauseMenu, which will present the player with options to resume playing the game, reset the game to round one, or quit the application.

Creating a pause menu

PauseMenu is like our LoseMenu. So, we will use it as a template. The following screenshot shows the elements we want in PauseMenu:

Figure 11.20 – Pause menu elements

Follow these steps to create PauseMenu:

  1. In the Content Browser, access the Content > FirstPersonBP > UI folder. Right-click on LoseMenu and select the Duplicate option.
  2. Name this new Blueprint Widget PauseMenu.
  3. Select the text displaying You Lose! and, in the Details panel, change the Text field to Paused and change the Color and Opacity to a blue color:

Figure 11.21 – Setting the message of PauseMenu

  1. We will move the Paused text further up to make room for another button. In the Slot category, set Position...