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 ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access