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  • Blueprints Visual Scripting for Unreal Engine
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Blueprints Visual Scripting for Unreal Engine

Blueprints Visual Scripting for Unreal Engine

By : Marcos Romero, Brenden Sewell
4.5 (10)
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Blueprints Visual Scripting for Unreal Engine

Blueprints Visual Scripting for Unreal Engine

4.5 (10)
By: Marcos Romero, Brenden Sewell

Overview of this book

Blueprints is the visual scripting system in Unreal Engine that enables programmers to create baseline systems and can be extended by designers. This book helps you explore all the features of the Blueprint Editor and guides you through using Variables, Macros, and Functions. You’ll also learn about object-oriented programming (OOP) and discover the Gameplay Framework. In addition to this, you’ll learn how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters will focus on building a fully functional game using a step-by-step approach. 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 skills you will develop using Blueprints can also be employed in other gaming genres. In the concluding chapters, the book demonstrates how to use arrays, maps, enums, and vector operations. Finally, you’ll learn how to build a basic VR game. By the end of this book, you’ll have learned how to build a fully functional game and will have the skills required to develop an entertaining experience for your audience.
Table of Contents (22 chapters)
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1
Section 1: Blueprint Fundamentals
6
Section 2: Developing a Game
11
Section 3: Enhancing the Game
16
Section 4: Advanced Blueprints

Making the enemies destructible

With detection possible with both sight and sound, you might now find it difficult to avoid being spotted by enemies. We will now turn our attention to the other side of gameplay balancing, and equip the player with the means of combating the enemies.

Saving time by reusing existing Blueprint content

Recall that in earlier chapters, we created enemy targets that the player could destroy after a couple of hits with a projectile. We want to give the player a similar ability to mitigate the threat provided by our new enemies. To do so, we can repurpose the Blueprint nodes we already created to handle damage-taking and destruction.

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