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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

Build configurations and packaging settings

In this section, we will see some of the settings available for build and packaging.

The Platforms submenu has the Packaging Settings option, which displays the Project - Packaging page with configuration options that can be modified.

Figure 12.8 – Project - Packaging page

The PACKAGING category contains a lot of technical options that can be used to optimize the packaging. The Build Configuration option defines how the build will be done. In Blueprint-only projects, you have two options: Development and Shipping. Development builds contain information that is used in debugging to help you find errors. Shipping builds are cleaner as they do not have debug information and should be used to create the final version of the game that will be distributed.

The Staging Directory property is used to define the folder where the packaged build will be stored. The For Distribution option is required when submitting...

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