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

Binding Events

There is a Bind Event node that binds one Event to another Event or to an Event Dispatcher, which can be in another Blueprint. When an Event is called, all the other Events that are bound to it are also called.

As an example, let's create a child Blueprint Class of Blueprint_Effect_Sparks. This new Blueprint binds an Event to the PlatformPressed Event Dispatcher of the BP_Platform Blueprint that we created in the previous example:

  1. Open the project used in the example of Event Dispatcher.
  2. Create a Blueprint, expand the All Classes menu, and search for Blueprint_Effect_Sparks, which we'll use as the parent class. Name it BP_Platform_Sparks and open it in the Blueprint Editor.
  3. On the Components tab, select the Sparks Component and in the Details tab, search for the auto activate attribute and uncheck it if it is checked. This should already be unchecked since we changed it in Blueprint_Effect_Sparks.
  4. In the My Blueprint panel, create a variable...