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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

Creating the target Blueprint

We now have a Cylinder in the world, as well as the Material we want to apply to the Cylinder when it is shot. The final piece of the interaction is the game logic that evaluates that the Cylinder has been hit, and then changes the Material on the Cylinder to our new red Material. In order to create this behavior and add it to our Cylinder, we have to create a Blueprint. There are multiple ways of creating a Blueprint, but to save a couple of steps, we can create the Blueprint and directly attach it to the Cylinder we created in a single click. To do so, make sure you have the CylinderTarget object selected in the World Outliner panel, and click on the blue Blueprint/Add Script button at the top of the Details panel. You will then see a Select Path window.

For this project, we are storing all our Blueprints in the Blueprints folder, which is inside...

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