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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 Components to a Blueprint

Now, let's create our first Blueprint. It will be a very simple Blueprint that will only contain Components. For now, we will not use Events or Actions:

  1. Click the Content Drawer button to open the Content Browser, then click the Add button and select Blueprint Class.
  2. On the next screen, choose Actor as the parent class.
  3. Rename the Blueprint we just created to BP_RotatingChair. Blueprints cannot have spaces in their name and there is a convention of starting Blueprint names with BP_.
  4. Double-click this Blueprint to open the Blueprint Editor.
  5. On the Components panel, click the Add button and select Static Mesh, as shown in the following screenshot. This Static Mesh will visually represent this Blueprint.
Figure 1.15 – Adding a Static Mesh Component

Figure 1.15 – Adding a Static Mesh Component

  1. On the Details panel, there is a property named Static Mesh, which has a drop-down input. Click on the dropdown and select the Static Mesh property named SM_Chair. This Static Mesh is part of the starter content. The following screenshot shows the selected SM_Chair:
Figure 1.16 – Selecting a Static Mesh asset

Figure 1.16 – Selecting a Static Mesh asset

  1. Let's add another Component. Click the Add button of the Components panel and type rotating movement in the Search box.
  2. Click on the Rotating Movement Component to add it. By default, this Component will rotate the Blueprint around the z axis, so we don't need to change its properties.
  3. Click the Compile button and save the Blueprint.
  4. On the Level Editor, drag the BP_RotatingChair Blueprint from the Content Browser and drop it somewhere in the Level.
  5. Press the Play button of the Level Editor to see the rotating chair. You can use the WASD keys to move the character and the mouse to rotate the camera. You can exit the Level being played by pressing the Esc key. The next screenshot shows the example in execution:
Figure 1.17 – The rotating chair

Figure 1.17 – The rotating chair

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