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Unreal Engine Game Development Cookbook

You're reading from   Unreal Engine Game Development Cookbook Over 40 recipes to accelerate the process of learning game design and solving development problems using Unreal Engine

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Product type Paperback
Published in Oct 2015
Publisher
ISBN-13 9781784398163
Length 326 pages
Edition 1st Edition
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Table of Contents (13) Chapters Close

Preface 1. Getting Acquainted with the UE4 Interface 2. Level Design – Building Out Levels or Greyboxing FREE CHAPTER 3. Creating Quality Interior Environments 4. Building the Great Outdoors – Exterior Environments 5. Lights, Camera, Action – Cinematics 6. Lighting and Shadows 7. Art Pipeline – Working with Materials 8. Blueprint Scripting – Level Effects 9. C++ Programming – Gameplay 10. User Interface 11. Publishing and Deployment Index

Converting from Level to Class Blueprints


In the previous recipe, we used the Level Blueprint system in order to create a prototype of a feature we may want to have. In this recipe, we will see how we can convert this prototyped feature into a Class Blueprint which can be reused in every level.

Getting ready

Before we start working on this, we need to have a level blueprint to convert. Follow the previous recipe or open up the FlashingLight level provided in the example code.

How to do it…

The Level Blueprint is great, but it's limited in the fact that everything created is stuck within that level, and we'll generally have to copy/paste a lot to move things between levels (this was a problem back in the UE3 days with Kismet). To solve this issue, we have Class Blueprint, which we will create now:

  1. With our Point Light selected, go to the Details tab and scroll down to the Blueprint section. Then, click on the Replace With Composited Blueprint option. When the Select Path dialog comes up, select...

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