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

Chapter 5: Object Interaction with Blueprints

When setting out to develop a game, one of the first steps toward exploring your idea is to build a prototype. Fortunately, Unreal Engine 5 and Blueprints make it easier than ever to quickly get the essential gameplay functionality working so that you can start testing your ideas sooner. We will begin by prototyping simple gameplay mechanics using some default assets and a couple of Blueprints.

In this chapter, we will cover the following topics:

  • Creating a new project and a Level
  • Placing objects in a Level
  • Changing an object's Material through Blueprints
  • Moving objects in the world with Blueprints

By the end of this chapter, we will have learned how to create a Blueprint target that changes its Material when it is hit and moves back and forth between two points regularly. Each instance of the Blueprint target in the Level can be set to different speeds, directions, and times to change direction.

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