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Unreal Engine Game Development Blueprints
Unreal Engine Game Development Blueprints

Unreal Engine Game Development Blueprints: Discover all the secrets of Unreal Engine and create seven fully functional games with the help of step-by-step instructions

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Unreal Engine Game Development Blueprints

Chapter 2. Tic-Tac-Toe

In this chapter, we are going to create our first game starting from an UE4 template and using Blueprint classes. As a first project, we will create a tic-tac-toe clone. This simple project allows you to focus only on the logic of Blueprints, without being worried about level design, graphic or any other aspect of game developing. We will need some basic meshes by the way, and for our purpose we are going to use the BSP brushes.

In this chapter, we will cover the following:

  • BSP brushes
  • Direct Blueprint class communication
  • Static Meshes via Blueprint
  • Variable array
  • Blueprint Macro
  • Text render via Blueprint
  • Custom events

What do we need?

Anyone knows how tic-tac-toe works: it is a 1vs1 game that is played in a 3 x 3 grid, where the goal is to create a sequence of three symbols of the same type in a horizontal, vertical, or diagonal row. The game is turn-based, where each player can place his symbol (typically O or X) anywhere in the grid.

This game has a huge history and many people have written books and programs talking about it. We will be a part of them, discovering how even the simplest game can be complicated when talking about computer games.

In order to create this game, we need the following:

  • A static camera that is always pointing to the grid
  • A 3 x 3 grid that is made by nine individual square Static Mesh
  • Two Symbols: O and X
  • A user interface showing which player can make his move and the state of the game
  • A game logic: a controller for the grid state and a turn handler

Preparing the game

Finally, we arrive at creating our first game! Open the launcher, select the latest version of the engine and start a new project. We are going to use the Puzzle template under the Blueprint section. Call it TicTacToe, leave the other settings, such as Desktop/Console, Maximum Quality and With Starter Content, as default and click Create Project:

Preparing the game

This is a simple template showing how the engine can be used for a puzzle game. If you click on play form the toolbar, a 3 x 3 grid (exactly what we need!) will show up, and you can interact with the pieces of the grid by clicking on them; they will change color and there is a rudimental UI showing you a counter of the pieces that are touched:

Preparing the game

Click on the PuzzleBP folder in the Content Browser. Let's see what this template offers us. You should be able to recognize some of those elements as we discussed them in the previous chapter.

  • Blueprints. This is the core of the game. It contains four Blueprint classes:
    • PuzzleBlock: This...

Writing our Blueprints

Now, we need to add some logic to this project. In order to achieve the tic-tac-toe mechanics and develop speaking, we need to do the following:

  • Handle a turn-based mechanic
  • Know when someone wins
  • Show the state of the game
  • Store a winning counter for each player
  • Handle the restart

Turn-based mechanics

Open PuzzleBlock and PuzzleBlockGrid Blueprints as we are going to frequently switch between them.

First of all, we need to know which player has to move: the X or the O. In order to achieve this, also since this is a two-player game, we can use a simple Boolean variable that is stored on the PuzzleBlock grid class and grant it accessibility through the single block class.

Go to the grid class and add a new variable, call it IsX, and give its type as Boolean. From now, for our convenience, player 1 is always X and player 2 is O. Add Tooltip from the Details panel such as is player 1 and leave the other parameters as default:

Turn-based mechanics

Now, in order to check which player is playing from...

Summary

In this chapter, you have created a fully functional pvp game based on tic-tac-toe mechanics. At the moment, the game is playable and handles all the basics of the game; however, there is a lot of improvement that we can implement in our code.

With the information given to you in this chapter, try to write your own code that improves the game that you just created. There are plenty of choices and it depends on you. Here's some suggestions of what you can do with the elements that you have:

  • Improve the CheckIfWin macro. This macro can be done with only nine calls to the isOwner macro.
  • Handle the draw. Yes, it could happen that no one wins the match as no other moves are possible. Implement this on the CheckIfWin macro.

    Tip

    Use a variable to store the number of blocks clicked on the grid. If a match reaches the max number of blocks, it means that no other moves are possible.

  • Wait for a player input before cleaning the grid. A player will like to see how he loses or wins the match.

    Tip...

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Key benefits

  • Understand what a Blueprint is and how to create a complex visual scripting code
  • Discover the infinite possibilities that Unreal Engine offers, and understand which tool to use, where and when
  • Learn to think like a real game developer in order to create enjoyable and bug-free games using this comprehensive and practical handbook

Description

With the arrival of Unreal Engine 4, a new wonderful tool was born: Blueprint. This visual scripting tool allows even non-programmers to develop the logic for their games, allowing almost anyone to create entire games without the need to write a single line of code. The range of features you can access with Blueprint script is pretty extensive, making it one of the foremost choices for many game developers. Unreal Engine Game Development Blueprints helps you unleash the real power of Unreal by helping you to create engaging and spectacular games. It will explain all the aspects of developing a game, focusing on visual scripting, and giving you all the information you need to create your own games. We start with an introductory chapter to help you move fluidly inside the Blueprint user interface, recognize its different components, and understand any already written Blueprint script. Following this, you will learn how to modify generated Blueprint classes to produce a single player tic-tac-toe game and personalize it. Next, you will learn how to create simple user interfaces, and how to extend Blueprints through code. This will help you make an informed decision between choosing Blueprint or code. You will then see the real power of Unreal unleashed as you create a beautiful scene with moving, AI controlled objects, particles, and lights. Then, you will learn how to create AI using a behavior tree and a global level Blueprint, how to modify the camera, and how to shoot custom bullets. Finally, you will create a complex game using Blueprintable components complete with a menu, power-up, dangerous objects, and different weapons.

Who is this book for?

This book is ideal for intermediate level developers who know how to use Unreal Engine and want to go through a series of projects that will further their expertise. Working knowledge of C++ is a must.

What you will learn

  • Write clean and reusable Blueprint scripts
  • Develop any kind of game you have in mind, following the rules used by experts
  • Move through Unreal Engine 4, always knowing what you are doing and where to find the right tool for your needs
  • Integrate C++ code into your projects using Visual Studio and the tools that Unreal provides
  • Extricate between classes, nodes, interfaces, macros, and functions
  • Work with different types of assets, from 3D objects to audio sources, from UI buttons to animations
  • Explore all the aspects of the game logic—collisions, navigation meshes, matinees, volumes, events, and states

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Publication date : Dec 29, 2015
Length: 352 pages
Edition : 1st
Language : English
ISBN-13 : 9781784391782
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Product Details

Publication date : Dec 29, 2015
Length: 352 pages
Edition : 1st
Language : English
ISBN-13 : 9781784391782
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Table of Contents

8 Chapters
1. Getting Started with Unreal Blueprints Chevron down icon Chevron up icon
2. Tic-Tac-Toe Chevron down icon Chevron up icon
3. C++ Code – PAC-MAN Chevron down icon Chevron up icon
4. UFO Run - Play with the Environment Effects Chevron down icon Chevron up icon
5. Top-Down Shooter Chevron down icon Chevron up icon
6. A Platform Maze Chevron down icon Chevron up icon
7. An Open World Survival Game Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.3
(3 Ratings)
5 star 0%
4 star 33.3%
3 star 0%
2 star 33.3%
1 star 33.3%
Martin Pernica Mar 09, 2016
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
I have been reviewing this book and I found it really useful for everybody who needs inspiration or cookbook with solved problems without deep knowledge of C++, because this book is focused on blueprints. The book have a good flow from the easiest one problems to hardest where every step is well commented. As reader you will look into different types of games from Pac Man to simple foundation of survival game.I recommend this book to everybody who likes to start with UE4 for without further knowledge and start prototyping.
Amazon Verified review Amazon
K Sylvester Mar 27, 2016
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
Despite following the author's instructions to the letter on the very first game, double checking and rereading pages multiple times, downloading the colour pdfs (parts of which are completely unreadable even if you zoom in), I was unable to find my error and as a result felt that had wasted my money. I eventually found the error, however, this book would be greatly improved if you could download the project files with blueprints, to verify the project works as described or check where you may have made mistakes. The linked download files are minimal - i.e for only a few chapters (*not the first) . If the publishers had a forum where problems could be discussed then this would also help. However, despite the price for this book none of these things are available so I have no choice but say don't buy this book if you're a complete noob.
Amazon Verified review Amazon
Dean Mar 30, 2016
Full star icon Empty star icon Empty star icon Empty star icon Empty star icon 1
Tons of Errors. About 1/2 way through Chapter 3 and mostly giving up on it (error on every page). Using updated UE4 vs. the book, but the problems are far beyond that difference. Just a rushed book with very bad editing.Skip this one.
Amazon Verified review Amazon
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