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Blueprints Visual Scripting for Unreal Engine

You're reading from   Blueprints Visual Scripting for Unreal Engine The faster way to build games using UE4 Blueprints

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Product type Paperback
Published in Aug 2019
Publisher Packt
ISBN-13 9781789347067
Length 380 pages
Edition 2nd Edition
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Authors (2):
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Marcos Romero Marcos Romero
Author Profile Icon Marcos Romero
Marcos Romero
Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
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Toc

Table of Contents (22) Chapters Close

Preface 1. Section 1: Blueprint Fundamentals
2. Exploring the Blueprint Editor FREE CHAPTER 3. Programming with Blueprints 4. Actors and the Gameplay Framework 5. Understanding Blueprint Communication 6. Section 2: Developing a Game
7. Object Interaction with Blueprints 8. Enhancing Player Abilities 9. Creating Screen UI Elements 10. Creating Constraints and Gameplay Objectives 11. Section 3: Enhancing the Game
12. Building Smart Enemies with Artificial Intelligence 13. Upgrading the AI Enemies 14. Game States and Applying the Finishing Touches 15. Building and Publishing 16. Section 4: Advanced Blueprints
17. Data Structures and Flow Control 18. Math and Trace Nodes 19. Blueprints Tips 20. Introduction to VR Development 21. Other Books You May Enjoy

Summary

In this chapter, we have enhanced the play experience by providing productive constraints on the player's abilities and established a goal for the player to accomplish. In the process, you have learned about how to use timers to repeat Actions, how to create collectible objects in the game world, and how to create a menu system.

This chapter concludes section 2. The elements that make up the foundation of a video game experience are all present in the game that we've built. If you desire, you could spend some time customizing the Level layout to create a properly challenging game experience that is uniquely yours.

In section 3, we'll begin tackling a more advanced subject of Blueprint scripting and game development: artificial intelligence (AI). We will also add new features to the game and see how to build and publish the game.

In the next chapter, we will...

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