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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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Part 1: Blueprint Fundamentals
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Chapter 3: Object-Oriented Programming and the Gameplay Framework
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Part 2: Developing a Game
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Chapter 8: Creating Constraints and Gameplay Objectives
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Part 3: Enhancing the Game
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Chapter 9: Building Smart Enemies with Artificial Intelligence
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Part 4: Advanced Blueprints
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Chapter 13: Data Structures and Flow Control
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Chapter 15: Blueprints Tips
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Part 5: Extra Tools
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Chapter 18: Creating Blueprint Libraries and Components
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Other Books You May Enjoy
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Appendix
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Making danger real with player death

In Chapter 10, Upgrading the AI Enemies, we made significant progress toward a balanced game in which enemies threaten the player but the player can use skill to overcome that challenge. One element remains glaringly missing. If the player runs out of health, then they should not be able to continue progressing through the game. So, we will take what we've learned about from the win screen we created in Chapter 8, Creating Constraints and Gameplay Objectives, and apply it to a lose screen. This screen will enable the player to restart the level with full ammo and a freshly filled health bar, but will also negate any progress they had made toward reaching their target goal.

Setting up a lose screen

The lose screen will be presented when the player runs out of health. We will present them with options to restart the last round or quit the game. You may remember the win screen we created; we presented similar options there. Rather than remaking...

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