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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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Free Chapter
1
Section 1: Blueprint Fundamentals
6
Section 2: Developing a Game
11
Section 3: Enhancing the Game
16
Section 4: Advanced Blueprints

Exploring the VR template

Unreal Engine Editor has a Blueprint VR template that makes it easy to start experimenting with VR development. The following screenshot shows the creation of a project using the VR template. In Project Settings, choose Mobile / Tablet as the hardware, Scalable 3D or 2D as the graphical level, and No Starter Content. These settings were chosen because performance is essential in a VR application:

The following screenshot is from the start up map of the VR template and shows that there are two maps in the VR template with different types of locomotion. The first map contains an example of locomotion using the keyboard or gamepad, and the second map uses Motion Controllers for locomotion and interactions. In this chapter, we will use the second map, which is in the VirtualRealityBP/Maps/MotionControllerMap path. The letters HMD that appear in the screenshot...

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