Book description
Explore the faster way to build games using UE5 Blueprints using this practical guide with key images printed in color
Key Features
- Design a fully functional game in UE5 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
Book Description
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.
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 OOP concepts and explore the Gameplay Framework
- Work with virtual reality development in UE Blueprint
- Implement procedural generation and create a product configurator
Who this book is for
This book is for anyone interested in developing games or applications with UE5. Although basic knowledge of Windows OS is required, experience in programming or UE5 is not necessary.
Table of contents
- Blueprints Visual Scripting for Unreal Engine 5
- Third Edition
- Foreword
- Contributors
- About the authors
- About the reviewer
- 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
- Setting up the enemy actor to navigate
-
Creating navigation behavior
- Setting up patrol points
- Creating the Blackboard keys
- Creating the variables in BP_EnemyCharacter
- Updating the current patrol point key
- Overlapping a patrol point
- Running the Behavior Tree in the AI Controller
- Teaching our AI to walk with the Behavior Tree
- Selecting the patrol points in the BP_EnemyCharacter instance
- Making the AI chase the player
- Summary
- Quiz
- 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
- Appendix
- Other Books You May Enjoy
Product information
- Title: Blueprints Visual Scripting for Unreal Engine 5 - Third Edition
- Author(s):
- Release date: May 2022
- Publisher(s): Packt Publishing
- ISBN: 9781801811583
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