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 sound and particle effects

Now that we have the player moving and shooting to our liking, let's turn our attention to the enemy targets. Shooting one of the target Cylinders currently results in it changing its color to red. However, there is nothing that the player can currently do to destroy a target outright.

We can add more dynamics to our enemy interaction by producing Blueprint logic that destroys the target if it is shot more than once, while also increasing the reward for the player by producing a satisfying sound and visual effect once the target is destroyed.

Changing target states with branches

Since we want to generate effects that will be triggered by changes in the state applied to our target Cylinder, we must ensure that this logic is contained within our BP_CylinderTarget Blueprint, which is in the Content | FirstPersonBP | Blueprints folder. Open the Blueprint and look at the node group connected to Event Hit. Right now, when our projectile hits...