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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

Epilogue

I can't believe we have reached the end of the book. This was an extensive project, and I consider this book as my definitive work on Blueprints. It's been a long journey since I started programming games in the C language in 1993, when I was 14 years old. My first games were in text mode, and they looked like the game ZZT by Tim Sweeney, founder of Epic Games.

In 1999, I started the first game development company in the state of Pará, northern Brazil. The company name was RH Games. In 2001, I developed the MRDX, which is a framework for 2D game programming using the C/C++ languages. In 2002, I presented the MRDX at the first Brazilian Games Workshop. In 2003, I founded a local group called Beljogos, with the goal of encouraging the development of games in northern Brazil.

In 2011, I started a blog named Romero UnrealScript, with the goal of teaching game programming with UnrealScript. Because of this blog, in June 2013, Epic Games invited me to be part...

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