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

Adding Animation States

In this section, we will modify the Character Blueprint and Animation Blueprint that come in the Animation Starter Pack. We will add the following states to the State Machine:

  • Prone
  • ProneToStand
  • StandToProne

We will use the project created at the start of the chapter, which is using the Character from the Animation Starter Pack.

First, let's create the input mappings that we are going to use in our example. We will create two input actions: Crouch and Prone.

Note

The actions and states for the Crouch input action are already present in the Animation Starter Pack. To make Crouch work, we just need to add, in Project Settings, an action mapping named Crouch.

Follow these steps to create the input mappings:

  1. Click the Settings button on the far right of the toolbar, and then select the Project Settings… option:

Figure 17.30 – Accessing Project Settings

  1. On the left side...