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

Summary

This was a practical chapter. We created step-by-step examples for each type of Blueprint Communication. We learned about how a Blueprint can reference another Blueprint using Direct Blueprint Communication and how to reference Actors on the Level Blueprint. We saw how to use casting to access variables and functions of a child class, and how to test whether an instance reference is of a certain class.

We learned about how to use an Event Dispatcher to inform us when an Event happens, and how to respond to this Event Dispatcher in the Level Blueprint. We also saw that we could bind an Event of another Blueprint to an Event Dispatcher.

This chapter concludes Section 1. We have now learned about the Blueprint fundamentals necessary to start scripting games and applications in Unreal Engine 5.

In Section 2, we will start to build a first-person shooter from scratch with step-by-step tutorials. In the next chapter, we will create the project, add objects to the Level,...