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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

Miscellaneous Blueprint nodes

In this section, we will learn about some Blueprint nodes that can be very useful in certain situations.

These are the nodes covered in this section:

  • Select
  • Teleport
  • Format Text
  • Math Expression
  • Set View Target with Blend
  • AttachToComponent
  • Enable Input and Disable Input
  • The Set Input Mode nodes

Select

The Select node is very flexible. It can work with several types of variables for the index and for the values of options. The node returns a value associated with the option that corresponds to the index that is passed as input. The next screenshot shows the Select node:

To add more input option pins, click on Add pin +. You can set a pin type of Option 0, Option 1, or Index by dragging a variable...

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