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Blueprints Visual Scripting for Unreal Engine 5
Blueprints Visual Scripting for Unreal Engine 5

Blueprints Visual Scripting for Unreal Engine 5: Unleash the true power of Blueprints to create impressive games and applications in UE5 , Third Edition

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Profile Icon Marcos Romero Profile Icon Brenden Sewell
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Full star icon Full star icon Full star icon Full star icon Empty star icon 4 (32 Ratings)
Paperback May 2022 568 pages 3rd Edition
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Arrow left icon
Profile Icon Marcos Romero Profile Icon Brenden Sewell
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Paperback May 2022 568 pages 3rd Edition
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Blueprints Visual Scripting for Unreal Engine 5

Chapter 1: Exploring the Blueprint Editor

Welcome to the amazing world of game development with Unreal Engine 5. In this book, we will learn how to develop games in Unreal Engine using the Blueprints Visual Scripting language, which was created by Epic Games for Unreal Engine.

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 how to install Unreal Engine 5 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 will cover the following topics:

  • Installing Unreal Engine
  • Creating new projects and using templates
  • Blueprints Visual Scripting
  • The Blueprint Class Editor interface
  • Adding Components to a Blueprint

Installing Unreal Engine

To use Unreal Engine, you must first install the Epic Games Launcher:

  1. Access the website at https://www.unrealengine.com.
  2. Register and download the Epic Games Launcher.
  3. Install and start the launcher.
  4. Click the Unreal Engine tab on the left-hand side.
  5. Click on the Library tab that appears at the top of the screen.
  6. Click the + button next to ENGINE VERSIONS to add a version of Unreal Engine to the launcher. You can use the newest version available.
  7. Click the Install button. The launcher will start downloading the files needed for installation and may take a long time to complete.
  8. Click the Launch button to start an already installed version. It is possible to have multiple versions of Unreal Engine installed on the same machine – you simply set one of them as the current version. The Launch button at the top right of the launcher will start the current version.
Figure 1.1 – Launching Unreal Engine

Figure 1.1 – Launching Unreal Engine

The Blueprint Visual Scripting system is already a well established and stable technology. This book uses version 5.0.0, but the examples created in this book should work without problems in later versions.

Creating new projects and using templates

After starting up Unreal Engine Editor, the Unreal Project Browser will appear. The Recent Projects box on the top left is used to open existing projects and the other boxes on the left are categories of templates used to create a new project. The following screenshot shows the templates of the Games category.

Figure 1.2 – Templates under the Games category

Figure 1.2 – Templates under the Games category

Templates are basic containers with some key files and a level that provide a basic starting point for different types of projects. They are useful for rapid prototyping or to learn the basic mechanics of a specific type of project. The use of templates is optional. All templates can be simply recreated in the blank template. The following are descriptions of each template in the Games category:

  • First Person: For games with a first-person perspective. This template features a player character represented by a pair of arms equipped with a gun that fires a simple sphere projectile. The character can be moved around the level using a keyboard, controller, or virtual joystick on a touch device.
  • Handheld AR: For augmented reality applications for Android and iOS devices. This template features runtime logic for toggling AR mode on and off, along with some example code for hit detection and light estimation handling.
  • Third Person: Contains a playable character with a camera that follows it. The camera is positioned behind and slightly above the character. The character has walking, running, and jumping animations and can be moved around the level using a keyboard, controller, or virtual joystick on a touch device.
  • Top Down: Contains a character controlled by a mouse with a camera at a great distance above it. The player's character is controlled using a mouse or touchscreen to click on the required destination and uses the navigation system to avoid obstacles when moving to destinations. This top-down view is often used in action role-playing games.
  • Virtual Reality: Contains the essential features for virtual reality games. This template features teleport locomotion, grabbable objects, interactive objects, and a VR spectator camera. The template has a level where the player can move around and contains objects that can be grabbed and interacted with.
  • Vehicle: Contains a regular vehicle and a complex vehicle with suspension. The level of this template contains a simple track and obstacles.

At the bottom right of the Unreal Project Browser, there are the Project Defaults with project configuration options available for the selected template. In the examples of this book, we will use the values selected on the screenshot. These options can be modified later in the project, and they are as follows:

  • Blueprint/C++: There are templates made with Blueprint or the C++ programming language. In this book, we will only use Blueprint templates. A project in Unreal Engine 5 can be developed using Blueprint, C++, or a combination of both. You can add C++ code to Blueprint projects and Blueprint to C++ projects.
  • Target Platform: Desktop or Mobile. Use Desktop if you are developing your project for use on computers or game consoles. Choose Mobile if your project will be viewed on a mobile device. In this book, we will use the Desktop option.
  • Quality Preset: Scalable or Maximum. These options affect the project's performance. The Scalable option disables some complex features, and the Maximum option enables all the features available in the target platform. In this book, we will use the Scalable option.
  • Starter Content: If this checkbox is marked, the project will include Starter Content. Starter Content is a content pack with simple meshes, materials, and particle effects. The examples in this book assume that Starter Content is being used.
  • Raytracing: If this checkbox is marked, the project will use real-time raytracing, which is a performance-intensive feature. The examples in this book will not use raytracing.

Select the Third Person template, choose a location folder, and fill in the Name field for the project. Select the Project Defaults mentioned in the previous list and then click the Create button. After the project loads, the Unreal Engine Level Editor will be displayed, as shown in the following screenshot:

Figure 1.3 – The Unreal Engine Level Editor

Figure 1.3 – The Unreal Engine Level Editor

These are the key panels of the Level Editor:

  1. Toolbar: Located at the top of the Level Editor. It contains buttons with commonly used operations. The toolbar buttons are separated into four groups. The first group from the left provides quick access to features such as saving your work and adding various objects and code to the project. The second group of buttons are used to change the editing mode of the Level Editor. The third group lets you play the current level and provides various platform-specific options. The final Settings button all the way on the right provides easy access to project settings.
  2. Viewport: Located at the center of the Level Editor. It shows the Level that is being created. You can use the Viewport panel to move around the Level and add objects on the Level. When holding down the right mouse button, move the mouse to rotate the camera and use the WASD keys to move around.
  3. Content Browser: This can be accessed by clicking on the Content Drawer button located at the bottom-left corner of the Level Editor. It is used to manage the assets of the project. An asset is a piece of content in an Unreal Engine project. For example, Materials, Static Meshes, and Blueprints are all assets. If you drag an asset from the Content Browser and drop it into the Level, the Editor creates a copy of the asset to place in the Level.
  4. Outliner: Located to the right of the Level Editor. It lists the objects that are in the Level.
  5. Details: Located to the right of the Level Editor, below Outliner. It shows the editable properties of an object that is selected in the Viewport.

Now that we have an overview of the Unreal Engine Level Editor, let's focus on the Blueprints Visual Scripting.

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Key benefits

  • 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

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.

Who is this book 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.

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
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Table of Contents

26 Chapters
Part 1: Blueprint Fundamentals Chevron down icon Chevron up icon
Chapter 1: Exploring the Blueprint Editor Chevron down icon Chevron up icon
Chapter 2: Programming with Blueprints Chevron down icon Chevron up icon
Chapter 3: Object-Oriented Programming and the Gameplay Framework Chevron down icon Chevron up icon
Chapter 4: Understanding Blueprint Communication Chevron down icon Chevron up icon
Part 2: Developing a Game Chevron down icon Chevron up icon
Chapter 5: Object Interaction with Blueprints Chevron down icon Chevron up icon
Chapter 6: Enhancing Player Abilities Chevron down icon Chevron up icon
Chapter 7: Creating Screen UI Elements Chevron down icon Chevron up icon
Chapter 8: Creating Constraints and Gameplay Objectives Chevron down icon Chevron up icon
Part 3: Enhancing the Game Chevron down icon Chevron up icon
Chapter 9: Building Smart Enemies with Artificial Intelligence Chevron down icon Chevron up icon
Chapter 10: Upgrading the AI Enemies Chevron down icon Chevron up icon
Chapter 11: Game States and Applying the Finishing Touches Chevron down icon Chevron up icon
Chapter 12: Building and Publishing Chevron down icon Chevron up icon
Part 4: Advanced Blueprints Chevron down icon Chevron up icon
Chapter 13: Data Structures and Flow Control Chevron down icon Chevron up icon
Chapter 14: Math and Trace Nodes Chevron down icon Chevron up icon
Chapter 15: Blueprints Tips Chevron down icon Chevron up icon
Chapter 16: Introduction to VR Development Chevron down icon Chevron up icon
Part 5: Extra Tools Chevron down icon Chevron up icon
Chapter 17: Animation Blueprints Chevron down icon Chevron up icon
Chapter 18: Creating Blueprint Libraries and Components Chevron down icon Chevron up icon
Chapter 19: Procedural Generation Chevron down icon Chevron up icon
Chapter 20: Creating a Product Configurator Using the Variant Manager Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

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Rating distribution
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
(32 Ratings)
5 star 46.9%
4 star 25%
3 star 12.5%
2 star 9.4%
1 star 6.3%
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Monica Oct 09, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Very easy to understand, especially with the screenshots.
Subscriber review Packt
UseUrHeadFred Aug 12, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Thank you, Marcos, for writing this definitive guide!
Amazon Verified review Amazon
nones Aug 27, 2022
Full star icon Full star icon Full star icon Full star icon Full star icon 5
After buying 8... or so books on Unreal Engine can say this is best blueprint book I have. 1. Blueprints are readable in book. This is no joke issue several other most other books the blueprints are grainy black and white. Or so tiny the print press was not able to print the text in nodes. I used a shop magnifier on other books even zoomed in the details were unreadable. 2. Would say decent enough explanation of WHY something is being done versus just do this or do that. Which is a huge problem with UE tutorials. I'm half way in about to start on more advanced topics. Will comment further as to how well that goes. Expensive book I feel like removing star from 5 but won't since its 550 something pages double size most other books.Note: Keep away from some of the older blueprint books the images are completely unreadable, and the code spills over to following pages which this author did no do. A function's code for example is contained on one page. So far so good.Edit as promised reviewing second half book , harder to cover the other more advanced topics but still gave good starting points and overview. Of the 6 books I have this is best blueprint one.
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Brandon May 13, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is an AMAZING guide. Hands down! I have spent the last week watching Youtube videos that didn't really help, they have their place, but they can be super confusing. This written manual is step by step and I am absorbing so much new knowledge for Unreal 5. Thank you again! I really appreciate your hard work. Make sure to continue releasing updated manuals and I will continue being a customer. Take care!
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SJ Jun 15, 2022
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“Top pick for UE5 text for instruction of both high school and college level classes.”This is an excellent book and resource. This review is from a teacher of video game programming, who has been teaching Unreal technologies in college and CTE settings since 2005. In my assessment this is the best book I have read covering both essential and some advanced topics in Unreal Engine V 5.x Blueprinting.Providing a working starting point is crucial to providing a timeline specific group of assignments which can be fit within the academic constructs of a class.The author (Romero) has provided in this resource an updated and systematic approach to a topic so dynamic and flexible, that learners could easily get lost without such a guide for the ride.Blueprints Visual Scripting for Unreal Engine 5 (Third Edition) is a fantastic way to get solid foundation so that your abilities and understanding are based on a proven methodology. Many potential professionals become lost in a world of randomness in their efforts to learn this technology from a make do process of googling with needless errors amidst their trials. Follow this process and get a proper introduction. These activities do what they are supposed to do, and they encourage customization.While I really appreciate the organization, a specific favorite of mine is the full color images. Visual scripting needs to have good pictures and this book has that going for it. Another solid mechanic of this approach is the specifics of hands-on instructions. Within my experiences the motor of repetition will drive memory and, the intertwining of related important elements is a spiraling reinforcement as a learner engages with this text. The content goes beyond the introductory level and the progression encourages getting a standard working and goes on to promote bringing ones own ideas into play.The electronic version has advantages for indexing, searching, and accessing digitally. That being said, I appreciate the hard copy as a ready reference. (TIP: Hold one chapter between your thumb and finger, use a highlighter to color a couple of inches along a two-inch part of the edges of just that chapter. Move on to the next chapter holding it the same and shift the color to build your own chapter by chapter visual delineation. Viola, quick at-a-glance access by chapter.)One suggestion for improvement is for the Quiz Answer Section. In the edition I have it is in the Appendix, page “531”. The Quiz answers are listed in shorthand. ,That is to say in the format “Chapter ##, title of chapter, 1-a; 2-b; 3-a; 4-a; 5-b.My suggestion is to restate the important information with the best answer.For Example:Chapter 15, Blueprint Tips: 1-b False. (Actually, the Get Node may be created using CTRL+drag. TIP: A way to remember this is if you want to Set a value, “when you will ALTER its value, you can ALT+drag to the graph resulting in the SET node ready for one to ALTER the value. The CTRL key may be used similarly, for a GET as in you are “leaving the control of the value up to everything else” and so you can “hold the control” by using CTRL+drag to create a Get node to retrieve without modifying the value).The goal of such a format is to reenforce specifics and helps to cement in the learning. Again, just a suggestion.This is an excellent resource for learners as well as those teaching others the remarkably powerful elements within the UE5 ingredient known as Blueprints. This edition uses an improved systematic approach with proven granularity on the step-by-step portions. Plenty of clear images implement a show don’t just tell approach. Full color is a key of identifying elements of blueprints, no prior programming experience is needed, yet those with experience will equally benefit from this source to provide both foundational and spiraling reinforcement of the powerful ways someone can use blueprints to make an unreal engine creation.Experienced Blueprinters will appreciate the best practices and tips as well as the extended support via extra support and goodies (GitHub. Digital color versions of images, etc.) provided to purchasers. As the Table of Contents lays out, some of the advanced topics are likely of interest to many readers who wish to move beyond basicsHaving used earlier editions of Romero curriculum in the instruction of hundreds of high school students, and seeing their successes including State and National competitions, this is an update to a winning combination. Success = ((Unreal_Engine + Romero) * Effort )I have found this book as useful as the Buzz and Zac days when the evolution of the Unreal toolset was similarly widening, and the capabilities positioned developers at a pinnacle of opportunity including so many ways to step off in many possible directions, and it is wise to learn from others and avoid the pitfalls of randomness (i.e. googling and searching forms and YouTube) and embrace this excellent text.This is my top pick and look forward to the ongoing evolution of dedicated students who engage, experiment, and express themselves in their work. Be safe, be smart, be kind. Make something Unreal for a better tomorrow.
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Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela