
Blueprints Visual Scripting for Unreal Engine 5
By :

Blueprints Visual Scripting for Unreal Engine 5
By:
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)
Preface
Part 1: Blueprint Fundamentals
Chapter 1: Exploring the Blueprint Editor
Chapter 2: Programming with Blueprints
Chapter 3: Object-Oriented Programming and the Gameplay Framework
Chapter 4: Understanding Blueprint Communication
Part 2: Developing a Game
Chapter 5: Object Interaction with Blueprints
Chapter 6: Enhancing Player Abilities
Chapter 7: Creating Screen UI Elements
Chapter 8: Creating Constraints and Gameplay Objectives
Part 3: Enhancing the Game
Chapter 9: Building Smart Enemies with Artificial Intelligence
Chapter 10: Upgrading the AI Enemies
Chapter 11: Game States and Applying the Finishing Touches
Chapter 12: Building and Publishing
Part 4: Advanced Blueprints
Chapter 13: Data Structures and Flow Control
Chapter 14: Math and Trace Nodes
Chapter 15: Blueprints Tips
Chapter 16: Introduction to VR Development
Part 5: Extra Tools
Chapter 17: Animation Blueprints
Chapter 18: Creating Blueprint Libraries and Components
Chapter 19: Procedural Generation
Chapter 20: Creating a Product Configurator Using the Variant Manager
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Appendix
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