Blueprints Visual Scripting for Unreal Engine - Second Edition: The faster way to build games using UE4 Blueprints, 2nd Edition
By Marcos Romero and Brenden Sewell
()
About this ebook
Develop high-quality interactive games with the power of Unreal Engine's visual scripting language and Blueprints framework
Key Features- Design a fully functional game in UE4 without writing a single line of code
- Implement visual scripting to develop gameplay mechanics, UI, visual effects, VR and artificial intelligence
- Deploy your game on multiple platforms and share it with the world
Blueprints is the visual scripting system in Unreal Engine that enables programmers to create baseline systems and can be extended by designers.
This book helps you explore all the features of the Blueprint Editor and guides you through using Variables, Macros, and Functions. You’ll also learn about object-oriented programming (OOP) and discover the Gameplay Framework. In addition to this, you’ll learn how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters will focus on building a fully functional game using a step-by-step approach. 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 skills you will develop using Blueprints can also be employed in other gaming genres. In the concluding chapters, the book demonstrates how to use arrays, maps, enums, and vector operations. Finally, you’ll learn how to build a basic VR game.
By the end of this book, you’ll have learned how to build a fully functional game and will have the skills required to develop an entertaining experience for your audience.
What you will learn- Understand programming concepts in Blueprints
- Create prototypes and iterate new game mechanics rapidly
- Build user interface elements and interactive menus
- Use advanced Blueprint nodes to manage the complexity of a game
- Explore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event Graph
- Get to grips with object-oriented programming (OOP) concepts and explore the Gameplay Framework
- Learn Virtual Reality development with UE Blueprint
This book is for anyone who is interested in developing games or applications with UE4. Although basic knowledge of Windows OS is required, experience in programming or UE4 is not necessary.
Related to Blueprints Visual Scripting for Unreal Engine - Second Edition
Related ebooks
Blueprints Visual Scripting for Unreal Engine Rating: 0 out of 5 stars0 ratingsUnreal Engine 4 AI Programming Essentials Rating: 0 out of 5 stars0 ratingsUnreal Engine 4 Game Development Essentials Rating: 4 out of 5 stars4/5Building an RPG with Unreal Rating: 0 out of 5 stars0 ratingsUnreal Engine Physics Essentials Rating: 1 out of 5 stars1/53D Game Design with Unreal Engine 4 and Blender Rating: 0 out of 5 stars0 ratingsExtending Unity with Editor Scripting Rating: 0 out of 5 stars0 ratingsGame Development with Unreal Engine 5: Learn the Basics of Game Development in Unreal Engine 5 (English Edition) Rating: 0 out of 5 stars0 ratingsBuilding a Game with Unity and Blender Rating: 0 out of 5 stars0 ratingsLearning C++ by Creating Games with UE4 Rating: 3 out of 5 stars3/5Getting Started with Unity 5 Rating: 5 out of 5 stars5/5Mastering Unity Scripting Rating: 0 out of 5 stars0 ratingsUnity AI Programming Essentials Rating: 0 out of 5 stars0 ratingsUnity Game Development Blueprints Rating: 0 out of 5 stars0 ratingsUnity Animation Essentials Rating: 0 out of 5 stars0 ratingsUnreal Engine 4 Virtual Reality Projects: Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints Rating: 0 out of 5 stars0 ratingsUnity from Zero to Proficiency (Beginner): Unity from Zero to Proficiency, #2 Rating: 5 out of 5 stars5/5HTML5 Game Development with GameMaker Rating: 0 out of 5 stars0 ratingsUnity from Proficiency to Mastery (C# Programming): Unity 5 from Proficiency to Mastery, #2 Rating: 0 out of 5 stars0 ratingsLearning C# by Developing Games with Unity 5.x - Second Edition Rating: 5 out of 5 stars5/5Unity Multiplayer Games Rating: 5 out of 5 stars5/5Practical Game AI Programming Rating: 0 out of 5 stars0 ratingsCreating ELearning Games with Unity Rating: 0 out of 5 stars0 ratingsUnreal Engine From Zero to Proficiency (Beginner): Unreal Engine from Zero to Proficiency, #2 Rating: 0 out of 5 stars0 ratingsLearning C# by Developing Games with Unity 2019 - Fourth Edition: Code in C# and build 3D games with Unity, 4th Edition Rating: 0 out of 5 stars0 ratingsOpenGL Game Development By Example Rating: 0 out of 5 stars0 ratingsMastering LibGDX Game Development Rating: 0 out of 5 stars0 ratingsUnity Virtual Reality Projects Rating: 0 out of 5 stars0 ratingsBeginning C++ Game Programming - Second Edition: Learn to program with C++ by building fun games, 2nd Edition Rating: 0 out of 5 stars0 ratingsLearning Unreal® Engine iOS Game Development Rating: 0 out of 5 stars0 ratings
Programming For You
HTML & CSS: Learn the Fundaments in 7 Days Rating: 4 out of 5 stars4/5Python Programming : How to Code Python Fast In Just 24 Hours With 7 Simple Steps Rating: 4 out of 5 stars4/5SQL QuickStart Guide: The Simplified Beginner's Guide to Managing, Analyzing, and Manipulating Data With SQL Rating: 4 out of 5 stars4/5Learn PowerShell in a Month of Lunches, Fourth Edition: Covers Windows, Linux, and macOS Rating: 0 out of 5 stars0 ratingsLearn to Code. Get a Job. The Ultimate Guide to Learning and Getting Hired as a Developer. Rating: 5 out of 5 stars5/5The Unofficial Guide to Open Broadcaster Software: OBS: The World's Most Popular Free Live-Streaming Application Rating: 0 out of 5 stars0 ratingsCoding All-in-One For Dummies Rating: 4 out of 5 stars4/5Java for Beginners: A Crash Course to Learn Java Programming in 1 Week Rating: 5 out of 5 stars5/5Hacking: Ultimate Beginner's Guide for Computer Hacking in 2018 and Beyond: Hacking in 2018, #1 Rating: 4 out of 5 stars4/5Grokking Algorithms: An illustrated guide for programmers and other curious people Rating: 4 out of 5 stars4/5Python Projects for Beginners: A Ten-Week Bootcamp Approach to Python Programming Rating: 0 out of 5 stars0 ratingsSQL: For Beginners: Your Guide To Easily Learn SQL Programming in 7 Days Rating: 5 out of 5 stars5/5PYTHON: Practical Python Programming For Beginners & Experts With Hands-on Project Rating: 5 out of 5 stars5/5Excel : The Ultimate Comprehensive Step-By-Step Guide to the Basics of Excel Programming: 1 Rating: 5 out of 5 stars5/5Python: For Beginners A Crash Course Guide To Learn Python in 1 Week Rating: 4 out of 5 stars4/5SQL All-in-One For Dummies Rating: 3 out of 5 stars3/5The Little SAS Book: A Primer, Sixth Edition Rating: 5 out of 5 stars5/5Teach Yourself C++ Rating: 4 out of 5 stars4/5Pokemon Go: Guide + 20 Tips and Tricks You Must Read Hints, Tricks, Tips, Secrets, Android, iOS Rating: 5 out of 5 stars5/5Web Designer's Idea Book, Volume 4: Inspiration from the Best Web Design Trends, Themes and Styles Rating: 4 out of 5 stars4/5
Reviews for Blueprints Visual Scripting for Unreal Engine - Second Edition
0 ratings0 reviews
Book preview
Blueprints Visual Scripting for Unreal Engine - Second Edition - Marcos Romero
Blueprints Visual Scripting
for Unreal Engine
Second Edition
The faster way to build games using UE4 Blueprints
Marcos Romero
Brenden Sewell
BIRMINGHAM - MUMBAI
Blueprints Visual Scripting for Unreal Engine Second Edition
Copyright © 2019 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 authors, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been 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.
Commissioning Editor: Kunal Chaudhari
Acquisition Editor: Ashitosh Gupta
Content Development Editor: Arun Nadar
Senior Editor: Jack Cummings
Technical Editor: Suwarna Patil
Copy Editor: Safis Editing
Project Coordinator: Manthan Patel
Proofreader: Safis Editing
Indexer: Manju Arasan
Production Designer: Arvindkumar Gupta
First published: July 2015
Second edition: August 2019
Production reference: 1220819
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.
ISBN 978-1-78934-706-7
www.packtpub.com
Packt.com
Subscribe to our online digital library for full access to over 7,000 books and videos, as well as industry leading tools to help you plan your personal development and advance your career. For more information, please visit our website.
Why subscribe?
Spend less time learning and more time coding with practical eBooks and Videos from over 4,000 industry professionals
Improve your learning with Skill Plans built especially for you
Get a free eBook or video every month
Fully searchable for easy access to vital information
Copy and paste, print, and bookmark content
Did you know that Packt offers eBook versions of every book published, with PDF and ePub files available? You can upgrade to the eBook version at www.packt.com and as a print book customer, you are entitled to a discount on the eBook copy. Get in touch with us at customercare@packtpub.com for more details.
At www.packt.com, you can also read a collection of free technical articles, sign up for a range of free newsletters, and receive exclusive discounts and offers on Packt books and eBooks.
Contributors
About the authors
Marcos Romero is the author of the Romero Blueprints blog, which is one of the main references on the internet to learn about Blueprints. Epic Games invited Marcos to the Unreal Engine 4 closed beta program to experiment and collaborate with the evolution of the tools. He was also one of the first recipients of Unreal Dev Grants for Education. Marcos is a well-known figure in the Unreal community and, for Epic Games, he wrote the official Blueprints Compendium and Blueprints Instructors' Guide.
I would like to thank Tim Sweeney for creating the amazing Unreal Engine and for signing the greetings poster that was sent to me at the end of UE4 closed beta program. He has always been a great inspiration to me in my game programming career.
I'd also like to thank Luis Cataldi for recognizing my potential and giving me incredible opportunities to show my talents to the world.
Brenden Sewell is a creative director with a decade of experience leading teams in the development of compelling interactive experiences that entertain, teach, and inspire. Prior to joining E-Line, he explored the intersection of educational practice and industry game development culminating in his work as the principal game designer at the Center for Games and Impact. Here, he specialized in the development of immersive games for STEM education and teacher professional development. Since joining the E-Line team, he has led developments from concept, prototyping, and production, to release on a variety of projects ranging from a brain-training first-person shooter to a construction sandbox exploring the future of digital fabrication.
About the reviewers
Agne Skripkaite is an Unreal Engine 4 software engineer with a particular interest in virtual reality (VR) applications. Agne has a BSc physics degree with honors from the University of Edinburgh and became a full-time engineer partway through a physics PhD program at Caltech. Over the last few years, Agne has developed for room-scale and seated VR games as part of teams of various sizes, right from two-engineer teams to large development teams. Agne has also served as a user comfort and motion sickness mitigation expert for seated VR applications.
Matt Matte has over 10 years of experience in Unreal Engine and is the founder of Full Metal Jacket Games, whose Tron-inspired VR game was featured in Unreal Engine's Spotlight Projects. He is also the organizer of the world's largest Unreal Engine meetup with over 800 members in Seattle, and has published four games with Unreal Engine, including Soldier Girl and Monkey Land 3D: Reaper Rush.
Matt is an expert Unreal developer and technical artist who specializes in setting up characters, from rigging and creating animations to implementing AI behavior trees. He is particularly passionate about VR games. Full Metal Jacket Games has won top prizes in two Seattle VR Hackathons and a People's Choice Award for NASA's 2015 Space Apps Challenge.
Packt is searching for authors like you
If you're interested in becoming an author for Packt, please visit authors.packtpub.com and apply today. We have worked with thousands of developers and tech professionals, just like you, to help them share their insight with the global tech community. You can make a general application, apply for a specific hot topic that we are recruiting an author for, or submit your own idea.
Table of Contents
Title Page
Copyright and Credits
Blueprints Visual Scripting for Unreal Engine Second Edition
About Packt
Why subscribe?
Contributors
About the authors
About the reviewers
Packt is searching for authors like you
Preface
Who this book is for
What this book covers
To get the most out of this book
Download the example code files
Download the color images
Conventions used
Get in touch
Reviews
Section 1: Blueprint Fundamentals
Exploring the Blueprint Editor
Installing Unreal Engine
Creating new projects and using templates
Blueprints Visual Scripting
Opening the Level Blueprint Editor
Creating a Blueprint class
The Blueprint Editor interface
The Toolbar panel
The Components panel
The My Blueprint panel
The Details panel
The Viewport panel
The Event Graph panel
Adding Components to a Blueprint
Summary
Programming with Blueprints
Storing values in variables
Defining the behavior of a Blueprint with Events and Actions
Events
Actions
Execution path
Creating expressions with operators
Arithmetic operators
Relational operators
Logical operators
Organizing the script with Macros and Functions
Creating Macros
Creating Functions
Macros versus Functions versus Events
Summary
Actors and the Gameplay Framework
OOP concepts
Classes
Instances
Inheritance
Managing Actors
Referencing Actors
Spawning and destroying Actors
Construction Script
Exploring the Gameplay Framework classes
Pawn
Character
PlayerController
Game Mode Base
Game Instance
Summary
Understanding Blueprint Communication
Direct Blueprint Communication
Casting in Blueprints
Level Blueprint Communication
Event Dispatchers
Binding Events
Summary
Section 2: Developing a Game
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 the target Blueprint
Exploring the Event Graph panel
Detecting a hit
Swapping a Material
Improving the Blueprint
Adding movement
Changing the Actor's Mobility and Collision settings
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
Enhancing Player Abilities
Adding the running functionality by extending a Blueprint
Breaking down the Character Movement
Customizing control inputs
Adding a Sprint ability
Animating a zoomed view
Using a timeline to smooth transitions
Increasing the projectile's speed
Adding sound and particle effects
Changing target states with branches
Triggering sound effects, explosions, and destruction
Summary
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 for the ammo and goal counters
Tracking the ammo and eliminated targets
Reducing the ammo counter
Increasing the targets eliminated counter
Summary
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 collectible objects
Setting up collection logic
Setting a gameplay win condition
Displaying a target goal in the HUD
Creating a WinMenu screen
Displaying the menu
Triggering a win
Summary
Section 3: Enhancing the Game
Building Smart Enemies with Artificial Intelligence
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 a chasing behavior
Summary
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
Game States and Applying the Finishing Touches
Making danger real with player death
Setting up a lose screen
Creating round-based scaling with saved games
Storing game information using Save Game Object
Storing and loading the saved data when starting the game
Increasing the enemy target goal
Creating 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
Building and Publishing
Optimizing your graphics settings
Setting up our game to be played by others
Packaging the game into a build
Build configurations and packaging settings
Summary
Section 4: Advanced Blueprints
Data Structures and Flow Control
Containers
Arrays
Sets
Maps
Other data structures
Enumerations
Structures
Data tables
Flow control nodes
Switch nodes
FlipFlop
Sequence
ForEachLoop
DoOnce
Do N
Gate
MultiGate
Summary
Math and Trace Nodes
World and relative transforms
Points and vectors
Vector operations
Traces
Traces for objects
Traces by channel
Shape traces
Debug lines
Example of vectors and trace nodes
Summary
Blueprints Tips
Blueprint Editor shortcuts
Blueprint best practices
Blueprint responsibilities
Managing Blueprint complexities
Miscellaneous Blueprint nodes
Select
Teleport
Format Text
Math Expression
Set View Target with Blend
AttachToComponent
Enable/Disable Input
The Set Input Mode nodes
Summary
Introduction to VR Development
Exploring the VR template
The Pawn Blueprint
The Motion Controller Blueprint
Object grabbing
Teleportation
Summary
Other Books You May Enjoy
Leave a review - let other readers know what you think
Preface
Blueprints is the visual scripting system in Unreal Engine that enables programmers to create baseline systems that can be extended by designers.
This book will help you explore all the features of the Blueprint Editor and guides you through how to use variables, Macros, and Functions. You'll also learn about object-oriented programming (OOP) and discover the Gameplay Framework. In addition to this, you'll learn about how Blueprint Communication allows one Blueprint to access information of another Blueprint. Later chapters will focus on building a fully functional game by using a step-by-step approach. 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 UI elements and intelligent enemy behavior. These skills developed using Blueprints can also be employed in other gaming genres. In the concluding chapters, the book demonstrates how to use arrays, maps, enums, and vector operations. Finally, you'll get insights into building a basic VR game.
By the end of this book, you'll have learned about how to build a fully functional game and have the necessary skills to develop an entertaining experience for your audience.
Who this book is for
This book is for anyone who is interested in developing games or applications with Unreal Engine 4. Whether you are brand new to game development or have just not had any exposure to Unreal Engine 4's Blueprint Visual Scripting system, this is a great place to start learning about how to build complex game mechanics quickly and easily without writing any text code. No programming experience is required!
What this book covers
Chapter 1, Exploring the Blueprint Editor, covers the Blueprint Editor and all the panels that are integrated into it. We will explore the Components tab, the My Blueprint tab, the Details tab, and the Viewport and Event Graph tabs. Then, we will go through what Components are and how to add them to a Blueprint.
Chapter 2, Programming with Blueprints, explains programming concepts that are used in Blueprints. We will learn about how to use variables, operators, Events, Actions, Macros, and Functions.
Chapter 3, Actors and the Gameplay Framework, teaches OOP concepts and explores the Gameplay Framework.
Chapter 4, Understanding Blueprint Communication, explores different types of Blueprint Communication, which allows one Blueprint to access the information of another Blueprint.
Chapter 5, Object Interaction with Blueprints, covers how to bring new objects to a Level to help build the world in which the game will be set. We will move on to manipulating materials on objects, first through the object Editor, and then by triggering during runtime via Blueprints.
Chapter 6, Enhancing Player Abilities, teaches you how to use Blueprints to generate new objects during gameplay, and also, to link actions in Blueprints to player control inputs. You'll also learn about how to create Blueprints that allow objects to react to collisions with our generated projectiles.
Chapter 7, Creating Screen UI Elements, demonstrates setting up a Graphical User Interface (GUI) that will track the player's health, stamina, ammo, and current objective. Here, you will learn how to set up a basic UI using Unreal's GUI Editor and how to use Blueprints to link the interface to the gameplay values.
Chapter 8, Creating Constraints and Gameplay Objectives, covers how to constrain the player's abilities, define the gameplay objectives for a Level, and track those objectives. We'll walk through setting up collectible ammo packs that will refill the ammo of the player's gun, as well as utilizing the Level Blueprint to define a win condition for our game.
Chapter 9, Building Smart Enemies with Artificial Intelligence, is a crucial chapter that covers how to create an enemy zombie AI that will pursue the player around the Level. We'll walk through setting up a navigation mesh on our Level and see how to use Blueprints to get enemies to traverse between patrol points.
Chapter 10, Upgrading the AI Enemies, teaches us how to create a compelling experience by modifying the zombie AI to have states, in order to give the zombies a little more intelligence. In this chapter, we'll set up the patrol, searching, and attack states for the zombies by using visual and auditory detection. Additionally, we'll explore how to make new enemies appear gradually, as the game is playing.
Chapter 11, Game States and Applying the Finishing Touches, adds the finishing touches that are required to make our game a complete experience before we finalize our game for release. In this chapter, we'll create rounds that will make the game increasingly difficult, game saves so that the player can save their progress and return, and player death to make the game's challenge meaningful.
Chapter 12, Building and Publishing, covers how to optimize graphics settings to get our game performing and looking at its best, and how to set up project information for distribution. Then, we'll learn about how to create shareable builds of the game to various platforms.
Chapter 13, Data Structures and Flow Control, explains what data structures are and how they can be used to organize data in Blueprints. We'll learn about the concept of containers and how to use arrays, sets, and maps to group multiple elements. This chapter shows other ways to organize data using enumerations, structures, and data tables. In this chapter, we'll also see how to control the flow of execution of a Blueprint by using various types of flow control nodes.
Chapter 14, Math and Trace Nodes, covers some math concepts needed for 3D games. We will learn the difference between world and local coordinates and how to use them when working with Components. This chapter shows us how to use vectors to represent the position, direction, velocity, and distance. The concept of traces is explained and various types of traces are presented. We'll see how to use traces to test collisions in the game.
Chapter 15, Blueprints Tips, contains several tips to increase the quality of Blueprints. We will learn about how to use various Editor shortcuts that speed up our work. This chapter shows some Blueprint best practices that will help you decide where and what types of implementation should be done. Finally, we'll learn about more useful Blueprint miscellaneous nodes.
Chapter 16, Introduction to VR Development, explains some VR concepts and explores the VR template. This chapter explores the functionalities of the pawn and motion controller Blueprints of the VR template. This chapter explains how to implement new objects that can be grabbed by the player using motion controllers, and we will learn about the Blueprint actions used to implement teleportation.
To get the most out of this book
Although some basic knowledge of the Windows OS or macOS is required, experience in programming or Unreal Engine 4 is not necessary.
This book is focused on Unreal Engine 4, which means you only need a copy of Unreal Engine to get started. Unreal Engine 4 can be downloaded for free from https://www.unrealengine.com/ and comes with everything you need to follow along with this book.
Download the example code files
You can download the example code files for this book from your account at www.packt.com. If you purchased this book elsewhere, you can visit www.packt.com/support and register to have the files emailed to you directly.
You can download the code files by following these steps:
Log in or register at www.packt.com.
Select the SUPPORT tab.
Click on Code Downloads & Errata.
Enter the name of the book in the Search box and follow the onscreen instructions.
Once the file is downloaded, please make sure that you unzip or extract the folder, using the latest versions of the following:
WinRAR/7-Zip for Windows
Zipeg/iZip/UnRarX for Mac
7-Zip/PeaZip for Linux
The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Blueprints-Visual-Scripting-for-Unreal-Engine-Second-Edition. If there's an update to the code, it will be updated on the existing GitHub repository.
We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!
Download the color images
We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: https://static.packt-cdn.com/downloads/9781789347067_ColorImages.pdf.
Conventions used
There are a number of text conventions used throughout this book.
CodeInText: Indicates code words in the text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: Rename the Blueprint created to RotatingChair.
Bold: Indicates a new term, an important word, or words that you see on screen. For example, words in menus or dialog boxes appear in the text like this. Here is an example: Click the Unreal Engine tab on the left-hand side.
Warnings or important notes appear like this.
Tips and tricks appear like this.
Get in touch
Feedback from our readers is always welcome.
General feedback: If you have questions about any aspect of this book, mention the book title in the subject of your message and email us at customercare@packtpub.com.
Errata: Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you have found a mistake in this book, we would be grateful if you would report this to us. Please visit www.packt.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details.
Piracy: If you come across any illegal copies of our works in any form on the internet, we would be grateful if you would provide us with the location address or website name. Please contact us at copyright@packt.com with a link to the material.
If you are interested in becoming an author: If there is a topic that you have expertise in, and you are interested in either writing or contributing to a book, please visit authors.packtpub.com.
Reviews
Please leave a review. Once you have read and used this book, why not leave a review on the site that you purchased it from? Potential readers can then see and use your unbiased opinion to make purchase decisions, we at Packt can understand what you think about our products, and our authors can see your feedback on their book. Thank you!
For more information about Packt, please visit packt.com.
Section 1: Blueprint Fundamentals
This section will explore the basic building blocks of Blueprints. You will gain a solid understanding of how Blueprints work and will be able to start creating your own games.
This section includes the following chapters:
Chapter 1, Exploring the Blueprint Editor
Chapter 2, Programming with Blueprints
Chapter 3, Actors and the Gameplay Framework
Chapter 4, Understanding Blueprint Communication
Exploring the Blueprint Editor
Welcome to the amazing world of game development with Unreal Engine 4. In this book, we will learn about how to develop games in Unreal Engine using the Blueprints Visual Scripting language, which was created by Epic Games for Unreal Engine 4.
The first step that is needed before we can learn about Blueprints is to prepare our development environment. Unreal Engine is free to download. We will learn about how to install Unreal Engine 4 and create a new project. After that, we will learn about some of the basic concepts of Blueprints and explore each panel of the Blueprint Editor.
In this chapter, we