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Blueprints Visual Scripting for Unreal Engine 5

You're reading from   Blueprints Visual Scripting for Unreal Engine 5 Unleash the true power of Blueprints to create impressive games and applications in UE5

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781801811583
Length 568 pages
Edition 3rd Edition
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Authors (2):
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Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
Marcos Romero Marcos Romero
Author Profile Icon Marcos Romero
Marcos Romero
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Table of Contents (28) Chapters Close

Preface 1. Part 1: Blueprint Fundamentals FREE CHAPTER
2. Chapter 1: Exploring the Blueprint Editor 3. Chapter 2: Programming with Blueprints 4. Chapter 3: Object-Oriented Programming and the Gameplay Framework 5. Chapter 4: Understanding Blueprint Communication 6. Part 2: Developing a Game
7. Chapter 5: Object Interaction with Blueprints 8. Chapter 6: Enhancing Player Abilities 9. Chapter 7: Creating Screen UI Elements 10. Chapter 8: Creating Constraints and Gameplay Objectives 11. Part 3: Enhancing the Game
12. Chapter 9: Building Smart Enemies with Artificial Intelligence 13. Chapter 10: Upgrading the AI Enemies 14. Chapter 11: Game States and Applying the Finishing Touches 15. Chapter 12: Building and Publishing 16. Part 4: Advanced Blueprints
17. Chapter 13: Data Structures and Flow Control 18. Chapter 14: Math and Trace Nodes 19. Chapter 15: Blueprints Tips 20. Chapter 16: Introduction to VR Development 21. Part 5: Extra Tools
22. Chapter 17: Animation Blueprints 23. Chapter 18: Creating Blueprint Libraries and Components 24. Chapter 19: Procedural Generation 25. Chapter 20: Creating a Product Configurator Using the Variant Manager 26. Other Books You May Enjoy Appendix

Adding movement

Now that we have a target that responds to the player shooting, we can add some sort of challenge to start making our project feel like a game. A simple way to do this is to add some movement to our target. To accomplish this, we first must declare that our target Actor is an object that is intended to move, and then we need to set up logic within the Blueprint that manages how it moves. Our goal is to make the target Cylinder move back and forth across our Level.

Changing the Actor's Mobility and Collision settings

To allow our target to move, we first must change its Mobility setting to Moveable. This allows an Actor to be manipulated while playing the game. To do this, follow these steps:

Important Information

By default, basic Actors that are placed in the world are set to Static. Static means that an object cannot move or be manipulated during gameplay. Static objects are significantly less resource-intensive to render, and this should be our default...

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