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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

Adding Components to a Blueprint

Now, let's create our first Blueprint. It will be a very simple Blueprint that will only contain Components. For now, we will not use Events or Actions:

  1. Click the Content Drawer button to open the Content Browser, then click the Add button and select Blueprint Class.
  2. On the next screen, choose Actor as the parent class.
  3. Rename the Blueprint we just created to BP_RotatingChair. Blueprints cannot have spaces in their name and there is a convention of starting Blueprint names with BP_.
  4. Double-click this Blueprint to open the Blueprint Editor.
  5. On the Components panel, click the Add button and select Static Mesh, as shown in the following screenshot. This Static Mesh will visually represent this Blueprint.
Figure 1.15 – Adding a Static Mesh Component

Figure 1.15 – Adding a Static Mesh Component

  1. On the Details panel, there is a property named Static Mesh, which has a drop-down input. Click on the dropdown and select the Static Mesh property named SM_Chair. This Static Mesh is part of the starter content. The following screenshot shows the selected SM_Chair:
Figure 1.16 – Selecting a Static Mesh asset

Figure 1.16 – Selecting a Static Mesh asset

  1. Let's add another Component. Click the Add button of the Components panel and type rotating movement in the Search box.
  2. Click on the Rotating Movement Component to add it. By default, this Component will rotate the Blueprint around the z axis, so we don't need to change its properties.
  3. Click the Compile button and save the Blueprint.
  4. On the Level Editor, drag the BP_RotatingChair Blueprint from the Content Browser and drop it somewhere in the Level.
  5. Press the Play button of the Level Editor to see the rotating chair. You can use the WASD keys to move the character and the mouse to rotate the camera. You can exit the Level being played by pressing the Esc key. The next screenshot shows the example in execution:
Figure 1.17 – The rotating chair

Figure 1.17 – The rotating chair

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