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  • Book Overview & Buying 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

Blueprint Editor shortcuts

In the Blueprint Editor, we are going to work with variables a lot, so let's start with the shortcuts related to variables. When you drag a variable from the My Blueprint panel and drop it in the Event Graph, a submenu appears for you to choose either the GET or SET node. But, there are shortcuts to create GET and SET nodes. If you hold the Ctrl key and drag a variable to the graph, then the Editor will create a GET node. To create a SET node, hold the Alt key and drag a variable to the graph. The following screenshot shows the GET and SET nodes:

There is another way to create GET and SET nodes. If you drag a variable and drop it on a compatible pin of another node, then the Editor will create a GET or SET node depending on the parameter type. The next screenshot shows an example of the Score variable being dropped on an input parameter pin. If...

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