Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Oct 2015
Publisher
ISBN-13 9781784398163
Length 326 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Arrow right icon
View More author details
Toc

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

Introduction


Introduced in Unreal Engine 4, Blueprints is a visual scripting language that is built into the engine. By using visual scripting, instead of writing code from scratch inside Visual Studio or some other IDE (which we will cover in the next chapter), we can use predefined actions and connect them together, similar to drawing a graph. This is often a great starting point for artists and game designers as it is much more visually oriented and easier to grasp than just plain code.

There are two types of blueprints you can create:

  • Level Blueprint: This works similarly to how UE3's Kismet system worked as events and actions that will occur in just this particular level. This is good for things such as triggering enemies to spawn or moving platforms.

  • Class Blueprints: Introduced in UE4, this can be put into any level. They just work using their predefined behavior that we create beforehand, similar to prefabs in Unity.

It may take some time to get used to it, but we will dive into some...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime