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  • Book Overview & Buying 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

Spawning more enemies during gameplay

We are going to spawn new enemies in the level periodically so that the game can continue if the player destroys the first few enemies, and if they are too slow to defeat enemies, then the difficulty will gradually increase.

Creating the BP_EnemySpawner blueprint

We will create a blueprint that will spawn enemies in random locations in the level. The time between spawns is determined by a variable called SpawnTime. There is another variable called MaxEnemies that limits the spawning of enemies.

Follow these steps to create the blueprint:

  1. In the content browser, access the Content > FirstPersonBP > Enemy folder. Click the Add button and choose the Blueprint Class option.
  2. On the next screen, choose Actor as the parent class. Name the blueprint BP_EnemySpawner and double-click it to open the Blueprint Editor.
  3. In the Variables category of the My Blueprint panel, click the + button to add a variable, and name it SpawnTime...

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