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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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Creating Scene Components

We will create a Scene Component named BP_CircularMovComp that rotates around the Actor. Then, we will attach a Static Mesh Component to the BP_CircularMovComp component to simulate a rotating shield.

Follow these steps to create our Scene Component:

  1. Access the Chapter18 folder that we created in the first example of this chapter.
  2. Click the Add button in the content browser and choose the Blueprint Class option.
  3. On the next screen, choose Scene Component as the parent class. Name the Blueprint BP_CircularMovComp and double-click it to open the Blueprint Editor.
  4. In the My Blueprint panel, create the RotationPerSecond and DeltaAngle variables of the Float type:

Figure 18.39 – Creating the variables of the component

  1. Compile the Blueprint and select the RotationPerSecond variable. In the Details panel, set DEFAULT VALUE to 180.0. This value is in degrees, so the component will complete a rotation...

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