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

Using miscellaneous Blueprint nodes

In this section, we will learn about some Blueprint nodes that can be very useful in certain situations.

These are the nodes covered in this section:

  • Select
  • Teleport
  • Format Text
  • Math Expression
  • Set View Target with Blend
  • AttachActorToComponent
  • Enable Input and Disable Input
  • The Set Input Mode nodes

Select

The Select node is very flexible. It can work with several types of variables for the index and the values of options. The node returns a value associated with the option that corresponds to the index that is passed as input. The following screenshot shows the Select node:

Figure 15.28 – The Select node

To add more input option pins, click on Add pin +. You can set a pin type of Option 0, Option 1, or Index by dragging a variable reference or wire onto the pins. Option 0 and Option 1 can be of any type, but the Index type must be Integer, Enum, Boolean, or Byte...