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

UMG Widget Blueprints

There are five UMG Widget Blueprints used in the Product Configurator interface. For more information about UMG, see Chapter 7, Creating Screen UI Elements.

These are the UMG Widget Blueprints:

  • WBP_MainGUI: The main Widget Blueprint that contains the other widgets.
  • WBP_MainSelector: This is the Widget responsible for reading the Level Variant Sets and creating the corresponding buttons.
  • WBP_VariantRibbonSelector: This Widget is used to show the Variant options of the selected Variant Set.
  • WBP_PopupSelector: This Widget is similar to WBP_VariantRibbonSelector, but it is used for camera and environment lighting.
  • WBP_Button: This Widget represents the button used to select a Variant or a Variant Set.

The next screenshot shows the relationship between some of the Widgets:

Figure 20.17 – The relationship of the Widgets

The Widget Blueprints are located in the Content > ProductConfig > UMG...