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Blueprints Visual Scripting for Unreal Engine

You're reading from   Blueprints Visual Scripting for Unreal Engine The faster way to build games using UE4 Blueprints

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Product type Paperback
Published in Aug 2019
Publisher Packt
ISBN-13 9781789347067
Length 380 pages
Edition 2nd Edition
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Authors (2):
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Marcos Romero Marcos Romero
Author Profile Icon Marcos Romero
Marcos Romero
Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
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Toc

Table of Contents (22) Chapters Close

Preface 1. Section 1: Blueprint Fundamentals
2. Exploring the Blueprint Editor FREE CHAPTER 3. Programming with Blueprints 4. Actors and the Gameplay Framework 5. Understanding Blueprint Communication 6. Section 2: Developing a Game
7. Object Interaction with Blueprints 8. Enhancing Player Abilities 9. Creating Screen UI Elements 10. Creating Constraints and Gameplay Objectives 11. Section 3: Enhancing the Game
12. Building Smart Enemies with Artificial Intelligence 13. Upgrading the AI Enemies 14. Game States and Applying the Finishing Touches 15. Building and Publishing 16. Section 4: Advanced Blueprints
17. Data Structures and Flow Control 18. Math and Trace Nodes 19. Blueprints Tips 20. Introduction to VR Development 21. Other Books You May Enjoy

Exploring the Gameplay Framework classes

One of the first steps of creating a new Blueprint is choosing the parent class that will be used as a template. The following screenshot shows the panel that is displayed for choosing the parent class. The classes that are displayed on the buttons are known as Common Classes and are part of the Gameplay Framework. To use another class as the parent class, expand the All Classes category and search for your desired class:

The following diagram shows the hierarchy of Common Classes. In Unreal Engine, there is a base class called Object. Classes inherit the characteristics of the class above it, which is their parent class. Based on the inheritance concept of OOP, we can state that an instance of the Character class is a Pawn class, and is also an Actor class:

By analyzing this hierarchy, we can see that the Actor Component and Scene Component...

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