Blueprints Visual Scripting for Unreal Engine
eBook - ePub

Blueprints Visual Scripting for Unreal Engine

Brenden Sewell

Share book
  1. 188 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Blueprints Visual Scripting for Unreal Engine

Brenden Sewell

Book details
Book preview
Table of contents
Citations

About This Book

About This Book

  • Take your game designs from inspiration to a fully playable game that you can share with the world, without writing a single line of code.
  • Learn to use visual scripting to develop gameplay mechanics, UI, visual effects, artificial intelligence, and more.
  • Build a first person shooter from scratch with step-by-step tutorials.

Who This Book Is For

Whether you are an experienced game designer or artist looking to test your latest idea, or a complete novice looking to build their first video game, this is a great place to start learning how to build complex game mechanics quickly and easily without writing any text code. No programming experience required!

What You Will Learn

  • Prototype and iterate new game mechanics rapidly
  • Customize the player's abilities and controls
  • Build user interface elements, including health bars and objective counters
  • Set up interactions between player actions and game objects in the world
  • Create complex enemy AI that can sense the world around it and attack the player
  • Design menus that will allow your players to load, pause, and quit the game
  • Deploy your game to multiple platforms and share it with the world

In Detail

Blueprints Visual Scripting for Unreal Engine is a step-by-step approach to building a fully functional game, one system at a time. Starting with a basic First Person Shooter template, each chapter will extend the prototype to create an increasingly complex and robust game experience. You will progress from creating basic shooting mechanics to gradually more complex systems that will generate user interface elements and intelligent enemy behavior. Focusing on universally applicable skills, the expertise you will develop in utilizing Blueprints can translate to other types of genres.

By the time you finish the book, you will have a fully functional First Person Shooter game and the skills necessary to expand on the game to develop an entertaining, memorable experience for your players.

From making customizations to player movement to creating new AI and game mechanics from scratch, you will discover everything you need to know to get started with game development using Blueprints and Unreal Engine 4.

Frequently asked questions

How do I cancel my subscription?
Simply head over to the account section in settings and click on ā€œCancel Subscriptionā€ - itā€™s as simple as that. After you cancel, your membership will stay active for the remainder of the time youā€™ve paid for. Learn more here.
Can/how do I download books?
At the moment all of our mobile-responsive ePub books are available to download via the app. Most of our PDFs are also available to download and we're working on making the final remaining ones downloadable now. Learn more here.
What is the difference between the pricing plans?
Both plans give you full access to the library and all of Perlegoā€™s features. The only differences are the price and subscription period: With the annual plan youā€™ll save around 30% compared to 12 months on the monthly plan.
What is Perlego?
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1 million books across 1000+ topics, weā€™ve got you covered! Learn more here.
Do you support text-to-speech?
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more here.
Is Blueprints Visual Scripting for Unreal Engine an online PDF/ePUB?
Yes, you can access Blueprints Visual Scripting for Unreal Engine by Brenden Sewell in PDF and/or ePUB format, as well as other popular books in Computer Science & Programming Games. We have over one million books available in our catalogue for you to explore.

Information

Year
2015
ISBN
9781785285097
Edition
1

Blueprints Visual Scripting for Unreal Engine


Table of Contents

Blueprints Visual Scripting for Unreal Engine
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Object Interaction with Blueprints
Creating a project and the first level
Setting a template for a new project
Making sense of the project settings
Creating the project
Adding objects to our level
Exploring materials
Creating materials
Material properties and Blueprint nodes
Adding substance to our material
Creating our first Blueprint
Exploring the Event Graph panel
Detecting a hit
Swapping a material
Improving the Blueprint
Adding movement
Changing actor mobility and collision
Breaking down our goal
Storing data with variables
Readying direction for calculations
Getting relative speed using delta time
Translating the existing location
Updating location
Changing direction
Testing moving targets
Summary
2. Enhancing Player Abilities
Adding the running functionality by extending a Blueprint
Breaking down the Blueprint character movement
Customizing control inputs
Adding a sprint ability
Animating a zoom view
Using a timeline to smooth transitions
Increasing the projectile's speed
Adding sound and particle effects
Giving our targets state with branches
Triggering sound effects, explosions, and destruction
Summary
3. Creating Screen UI Elements
Creating simple UI meters with UMG
Drawing shapes with widget Blueprints
Customizing the meter's appearance
Creating ammo and enemy counters
Displaying the HUD
Connecting UI values to player variables
Creating bindings for health and stamina
Making text bindings
Tracking the ammo and eliminated targets
Reducing the ammo counter
Increasing the targets eliminated counter
Summary
4. Creating Constraints and Gameplay Objectives
Constraining player actions
Draining stamina while sprinting
Using looping timers to repeat actions
Blocking actions with branches
Regenerating stamina
Preventing firing actions when out of ammo
Creating collectable objects
Setting up collection logic
Setting a gameplay win condition
Displaying a target goal in the HUD
Creating a win menu screen
Displaying the menu
Triggering a win
Summary
5. Making Moving Enemies with AI
Setting up the enemy actor to navigate
Importing from the marketplace
Expanding the play area
Making the level traversable with a NavMesh
Setting the stage for intelligence with AI assets
Creating navigation behavior
Setting up patrol points
Enabling communication between assets
Teaching our AI to walk with the Behavior Tree
Making the AI chase the player
Giving the enemy sight with Pawn Sensing
Adding conditions to the Behavior Tree
Creating chasing behavior
Summary
6. Upgrading the AI Enemies
Creating an enemy attack
Making an attack task
Updating the health meter
Making enemies hear and investigate sounds
Adding hearing to the Behavior Tree
Setting up the investigating tasks
Interpreting and storing the noise event data
Adding noise to the player's actions
Making the enemies destructible
Saving time by reusing existing Blueprint content
Spawning more enemies during gameplay
Choosing a spawn point where enemies will appear
Managing spawn rates and limits with variables
Spawning new enemies in the Level Blueprint
Creating enemy wandering behavior
Identifying a wander point with a custom task
Adding wandering to the Behavior Tree
Summary
7. Tracking Game States and Applying Finishing Touches
Making danger real with player death
Setting up a lose screen
Creating round-based scaling with saved games
Storing game information using a SaveGame object
Storing and loading the saved data when starting the game
Increasing the enemy target goal
Create a transition screen to be shown between rounds
Transitioning to a new round when the current round is won
Pausing the game and resetting the save file
Creating a pause menu
Resuming and resetting the save file
Triggering the pause menu
Summary
8. Building and Publishing
Optimizing your graphics settings
Setting up our game to be played by others
Packaging the game into a build
Steps for further learning
Finish and share as many games as you can
Stretch out of your comfort zone
Resources for additional learning and support
Summary
Index

Blueprints Visual Scripting for Unreal Engine

Copyright Ā© 2015 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: July 2015
Production reference: 1210715
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78528-601-8
www.packtpub.com

Credits

Author
Brenden Sewell
Reviewers
Faris Ansari
Scott Hafner
Marcin Kamiński
Alankar Pradhan
Matt Sutherlin
Commissioning Editor
Neil Alexander
Acquisition Editor
Vivek Anantharaman
Content Development Editor
Divij Kotian
Technical Editor
Anushree Arun T...

Table of contents