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  • Blueprints Visual Scripting for Unreal Engine 5
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Blueprints Visual Scripting for Unreal Engine 5

Blueprints Visual Scripting for Unreal Engine 5

By : Marcos Romero, Brenden Sewell
3.9 (33)
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Blueprints Visual Scripting for Unreal Engine 5

Blueprints Visual Scripting for Unreal Engine 5

3.9 (33)
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)
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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

Chapter 10: Upgrading the AI Enemies

In this chapter, we will add more functionality to our AI enemies to introduce the potential for a player to fail and to create greater gameplay diversity. At this point, we are going to begin settling on the kind of challenge we want to offer the player. We are going to create zombie-like enemies that will relentlessly pursue the player, creating an action-focused experience, where the player must try to survive against hordes of enemies. We will start by giving more capability to the AI, including the ability to deal damage and use wandering patterns to increase the difficulty of player survival. We will then turn our attention to the player, giving them the ability to fight back against these dangerous enemies. Finally, we will complete the balance of our increased difficulty by creating a system to gradually spawn new enemies in the game world.

In this process, we will cover the following objectives:

  • Introducing an enemy melee attack...

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