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Blueprints Visual Scripting for Unreal engine

You're reading from   Blueprints Visual Scripting for Unreal engine Build professional 3D games with Unreal Engine 4's Visual Scripting system

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781785286018
Length 188 pages
Edition 1st Edition
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Author (1):
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Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
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Table of Contents (10) Chapters Close

Adding the running functionality by extending a Blueprint

We'll begin our exploration of the FirstPersonCharacter Blueprint by adding simple functionality that will give our players more tactical options for moving around in the level. At the moment, the player is limited to moving at a single speed. We can adjust this using Blueprint nodes that listen for key presses, and adjusting the movement speed attached to the CharacterMovement component of the Blueprint.

Breaking down the Blueprint character movement

Let's begin by opening the FirstPersonCharacter Blueprint, located in the same Blueprints folder as CylinderTarget_Blueprint from the last chapter. Find FirstPersonCharacter in the content browser, and double-click on the Blueprint. You will open Event Graph and see a large series of Blueprint nodes. The first group of nodes we will look at is bounded by the event graph comment labeled Stick input, as shown here:

Breaking down the Blueprint character movement

The red trigger nodes are triggered at every frame, and pass the...

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