Unreal Engine Blueprints Visual Scripting Projects

Book Description

Design and Develop feature-rich professional 3D games using Visual Scripting System in Unreal Engine 4

Key Features

  • Create exhilarating and interactive 3D games with Unreal Engine 4 Blueprints
  • Take your game designs from inspiration to a fully playable game without writing a single line of code
  • Learn to use visual scripting to develop gameplay mechanics, UI, visual effects, AI, and more

Book Description

The Blueprints Visual Scripting system helps you to create gameplay elements from within Unreal Engine. This book will provide you with the essential foundation to learn how to build complex game mechanics quickly and easily without writing any code.

Starting off with the basic setup of fundamental game components, you will gradually move on to build your first minimalistic 3D platformer game that will introduce creating basic movement along with a simple quest system. You will create a survival maze game and learn all about adding additional features to the game, such as audio, special effects, and AI, using Blueprints. Finally, you will learn how to build a multiplayer game that is playable over a network with other players. By the end of this book, you will have completed three awesome projects and be equipped with the knowledge and skills to create complex games with AI, amazing interfaces, immersive environments, and exciting multiplayer experiences.

What you will learn

  • Set up Unreal Engine and all of its foundational components
  • Add basic movement to game objects and create collision mechanism
  • Design and implement interfaces to extend player interaction
  • Create a dynamically filling inventory system along with a UI to interact with it
  • Add audio effects based on triggered events to various parts of the game environment
  • Use analytic information to tune their game values
  • Create complex enemy AI that can sense the world around it in a multiplayer game
  • Deploy your game to multiple platforms and share it with the world

Who this book is for

If you are new to game development or just staring out with Unreal Engine 4's Blueprint Visual Scripting system, then this book is for you. No prior game design or development experience is required. Basic knowledge of the Unreal Engine is preferred but not essential.

Publisher Resources

Download Example Code

Table of Contents

  1. Title Page
  2. Copyright and Credits
    1. Unreal Engine Blueprints Visual Scripting Projects
  3. Contributors
    1. About the author
    2. About the reviewers
    3. Packt is searching for authors like you
  4. About Packt
    1. Why subscribe?
    2. Packt.com
  5. Preface
    1. Who this book is for
    2. What this book covers
    3. To get the most out of this book
      1. Download the example code files
      2. Download the color images
      3. Conventions used
    4. Get in touch
      1. Reviews
  6. Section 1: Foundation
  7. Getting Unreal
    1. Setting up Unreal and the project in this book
      1. The Unreal Marketplace
    2. Getting what we will need for our projects
      1. Minimalistic platformer (Chapter 1 to Chapter 6)
      2. Survival maze explorer (Chapter 7 to Chapter 13)
      3. Sci-fi FPS (Chapter 14 to Chapter 19)
    3. Creating our project for game #1
    4. Naming conventions
    5. What is a Blueprint?
    6. Getting creative with Materials
    7. Creating our first Material
      1. Giving out material that glow effect
    8. Using Materials with Blueprint
    9. Dynamic Materials – the GLOW
      1. Modifying the Material in Blueprints
    10. Adding some light into our environment
      1. Using lighting with Blueprint
    11. Extending upon what you've learned here
    12. Summary
  8. Understanding the Basics of Blueprints
    1. Overview of Blueprint and its workflow
      1. Speed
      2. Color schemes
    2. Introduction to level and class Blueprints
      1. Level Blueprints
      2. Class Blueprints
    3. Detecting collision
    4. Trigger happy – how to create triggers and activate them
      1. Triggering an event using Blueprints
        1. Cast To…
      2. Triggering an event using Blueprints – moving a platform
    5. Extending upon what you have learned here
    6. Summary
  9. Improving Interaction
    1. Blueprint functions
    2. Keeping your Blueprints easy to read and to extend
      1. Reroute node
      2. Sequence node
      3. Comments
    3. Blueprint interfaces for interactable objects
      1.  Creating the Blueprint interface
      2. Implementing interfaces on Actors
      3. Moving the platform from the custom event
      4. Binding keys in the settings
      5. Player interaction with Interactable objects
    4. Extending upon what you've learned here
    5. Summary
  10. Adding UI Elements
    1. Differences between UI, GUI, and HUD
      1. UI – user interface
      2. GUI – game user interface
      3. HUD – heads up display
    2. Unreal Motion Graphics UI Designer (UMG)
      1. Non-diegetic (menu two ways)
        1. Adding interaction for a key that's pressed (P) – Pause Menu
        2. Adding interaction with menu buttons (Resume and Quit)
      2. Pressing E to interact
        1. Spatial
        2. Meta
    3. Extending upon what you've learned here
    4. Summary
  11. Adding an Inventory
    1. Picking up and collecting items
    2. Creating an inventory
      1. Making the Inventory appear and disappear
    3. Collecting items
    4. Extending upon what you've learned here
    5. Summary
  12. Creating an Adventure
    1. Basic level design
      1. Creating a game environment
        1. The objectives
        2. The map
        3. Blocking the level in
        4. Adding in the (core) game assets
        5. Importing assets from the Marketplace
        6. Populating the level
    2. Creating a basic quest system
      1. Creating an interactive NPC that delivers quest information
      2. Creating the Quest UI – the design
      3. Creating the Quest UI – the technical side
      4. The Quest Status
      5. The Quest Manager
      6. Blue Sign to Set on Fire
      7. Reaching the roof
      8. Door that opens
      9. Placing the blueprints in the environment
        1. Quest Manager
        2. Platform
        3. Blue Signs
        4. The door
        5.  Quest Manager References
        6. Testing our level
    3. Extending upon what you have learned here
    4. Summary
  13. Section 2: Making It Feel Like a Game
  14. Reducing Loneliness with AI
    1. Introduction to Behavior Trees and Blackboards
      1. What is a Behavior Tree?
        1. Components of a Behavior Tree
          1. Root
          2. Tasks
          3. Composite
          4. Decorators
          5. Service
      2. What is a Blackboard?
    2. Creating our AI project
      1. Creating the Blackboard
      2. Setting up a Behavior Tree
      3. Adding navigation
      4. Importing AI characters
      5. Setting up the AI Controller
    3. Extending upon what you've learned here
    4. Summary
  15. Upgrading the Gameplay
    1. Setting up our project
      1. Final door (to somewhere)
      2. Collectible items
    2. Winning conditions
    3. Destroying the AI
    4. Creating a spawning system for our enemies
    5. Restarting the level
    6. Extending upon what you've learned here
    7. Summary
  16. Upgrading the AI
    1. Equipping our AI with sight
    2. A Blackboard full of data
    3. Creating a chasing behavior
      1. Updating values with a Service
      2. Using Decorators
      3. Creating the chasing task
      4. Moving to the last player position and the wandering behavior
      5. Executing the Behavior Tree
    4. Extending upon what you've learned here
    5. Summary
  17. Adding Audio
    1. The use of sound in games
    2. The basics of sound in Unreal
      1. Sound asset types
    3. Adding audio into the project
      1. Adding environmental (ambient) audio
        1. Attenuation
        2. Adding a box trigger to trigger (ambient) audio
    4. Adding audio effects to various parts of the interaction
      1. Firing a weapon
      2. Collecting an item
    5. Expanding upon what you've learned here
    6. Summary
  18. Making It Pretty
    1. Dynamic materials
      1. Creating the Filling Material
      2. Creating the blueprint for the material
    2. Getting LIT!
      1. Light Mobility
      2. Creating Dynamic Lighting in Blueprint
    3. Driving particle parameters from gameplay through Blueprint
    4. Expanding upon what you've learned here
    5. Summary
  19. Game Analytics, Debugging, and Functional Testing
    1. Game analytics
    2. Analytics Blueprint library
      1. Implementing analytics into our game
        1. Starting the session
        2. Ending the session
        3. Recording an event when the player collects an item
        4. Recording a kill, victory, and defeat
        5. Checking the results
    3. Blueprint debugging
      1. Breakpoints
      2. Debug tab
      3. Some common Blueprint issues
      4. Balancing the game
    4. Functional testing
      1. Functional testing within our game
      2. Session frontend for functional tests
      3. Session frontends – profiling tool
    5. Level design
    6. Extending what you've learned
    7. Summary
  20. Level Streaming and World Composition
    1. Level streaming
      1. Loading levels with Blueprints
      2. An example – streaming a castle
      3. Unloading levels with blueprints
    2. World composition
      1. Activating World Composition
      2. Understanding the levels tab
      3. Example of World Composition
      4.  Origin rebasing
    3. Summary
  21. Section 3: A Sci-Fi Shooter
  22. Animating the Hound
    1. Setting up and planning our third project
      1. Project setup
      2. The game
    2. Importing and setting up the hound mesh
    3. 1D_BlendSpace
    4. Animation Blueprints
      1. What is an Animation Blueprint?
      2. Creating the Animation Blueprint
      3. Event Graph
      4. Animation Graph
    5. Extending what you've learned here
    6. Summary
  23. Data-Driven Gameplay
    1. What a Struct?
      1. Using Structs with our project
      2. Creating Structs
      3. Accessing Struct information
    2. Using DataTables
      1. Creating a DataTable
      2. Modifying values within the engine
      3. Retrieving DataTable values
    3. Using Construction Scripts
    4. Start building the Hound Blueprint
    5. Extending upon what you've learnt here
    6. Summary
  24. Foundations of Multiplayer
    1. Overview of Unreal networking
    2. Working towards a multiplayer setup
      1. Preparing the assets
      2. Silver Bullets
    3. The Player Blueprint
      1. Setting the Player Blueprint up
      2. Hiding the right mesh
      3. Firing Silver Bullets
    4. Hound Blueprint
      1. Setting variables in the Animation Blueprint
      2. Hound AI controller
      3. Hound collision
      4. Hound can get hurt
    5. Extending upon what you’ve learned here
    6. Summary
  25. Extending the Multiplayer Setup
    1. Finishing the player blueprint
      1. Recovery health system
      2. Taking damage
    2. Hound attack
      1. Recovering health for the Hound
      2. Biting event in the Blueprint
      3. Biting from the Animation Blueprint
      4. Chasing the Player with a Behavior Tree
    3. Extending upon what you've learned here
    4. Summary
  26. Adding Additional Features
    1. Listen vs dedicated server
    2. Playtesting the game
      1. Preparing the Map
      2. How to test
      3. Fix #1 – Adding a Game Mode to spawn the right Player Class
      4. Fix #2 – Second Player cannot see Projectiles
      5. Fix #3 – The Hound is not moving
      6. Fix #4 – When the Second Player shoots (not the server) the bullets are straight independently of the position of the Gun
    3. Playing with friends
      1. Connecting to a listen server
      2. What have we missed?
    4. Ideas for additional features
      1. Pause!
        1. Creating the Widget
        2. Creating the Blueprint for the Pause Menu
      2. Save and load system (save point)
      3.  Loading screens
      4. Creating a checkpoint
        1. Automatic checkpoints
        2. Manual (player-triggered) checkpoints
      5.  Creating an option to restart (and Quit)
    5. Expanding upon what you've learned here
    6. Summary
  27. Building and Publishing
    1. Optimizing the game
      1. Optimizing loading times
      2. Optimizing your game
    2. Packaging and publishing 
      1. Getting Your Game Ready
      2. Packaging Settings
      3. Packaging
      4. Distribution on Online Stores
    3. Expanding upon what you’ve learned here
      1. Reading books and watching tutorials
      2. Twitch Live streams
      3. UE4 Game Jams
      4. Meet-ups
      5. Forums and online networking
      6. Most important of all, keep making games!
    4. Summary
  28. Other Books You May Enjoy
    1. Leave a review - let other readers know what you think

Product Information

  • Title: Unreal Engine Blueprints Visual Scripting Projects
  • Author(s): Lauren S. Ferro
  • Release date: February 2019
  • Publisher(s): Packt Publishing
  • ISBN: 9781789532425