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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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Object grabbing

The object grabbing system is based on a GrabComponent Blueprint that was created for the VR template, which can be found in the Content > VRTemplate > Blueprints folder.

GrabComponent is a child class of SceneComponent. For more information about Blueprint components, see Chapter 18, Creating Blueprint Libraries and Components.

To make any Actor of the Level grabbable, add GrabComponent to the Actor and set Mobility to Movable:

Figure 16.17 – Making an Actor grabbable

There is an enumeration named Grab Type that defines how the object attaches to the motion controller. For more information about enumeration, see Chapter 13, Data Structures and Flow Control.

You can set Grab Type in the Details panel of GrabComponent:

Figure 16.18 – Grab Type enumeration

These are the grab types available:

  • None: Use this option when you want to disable grabbing without removing the Grab component...

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