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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 14: Math and Trace Nodes

The representation of a 3D world is based on mathematical concepts. If you do not understand these concepts, then it will be more difficult to understand certain operations performed in a 3D game. This chapter explains some math concepts that are needed for 3D games. We will learn about the difference between world and relative transforms and how to use them when working with components. We will learn how to use vectors to represent the position, direction, velocity, and distance. The concept of traces is explained and various types of traces are presented. This chapter also shows how to use traces to test collisions in a game.

These are the topics covered in this chapter:

  • World and relative transforms
  • Points and vectors
  • Introduction to traces and trace functions

By the end of the chapter, you will know how to use vectors and traces to make the player interact with other actors in the level.

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