Blueprints Visual Scripting for Unreal Engine 5: Unleash the true power of Blueprints to create impressive games and applications in UE5
, Third Edition
Design a fully functional game in UE5 without writing a single line of code
Implement visual scripting to develop gameplay mechanics, UI, visual effects, VR, and artificial intelligence
Deploy your game on multiple platforms and share it with the world
Description
Unreal Engine's Blueprint visual scripting system enables designers to script their games and programmers to create base elements that can be extended by designers. With this book, you'll explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices.
The book guides you through using variables, macros, and functions, and helps you learn about object-oriented programming (OOP). You'll discover the Gameplay Framework and advance to learning how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters focus on building a fully functional game step by step. You'll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You'll then progress from creating basic shooting mechanics to more complex systems such as user interface elements and intelligent enemy behavior. The book demonstrates how to use arrays, maps, enums, and vector operations and introduces the elements needed for VR game development. In the final chapters, you’ll learn how to implement procedural generation and create a product configurator.
By the end of this book, you'll have learned how to build a fully functional game and have the skills required to develop an entertaining experience for your audience.
Who is this book for?
This book is for anyone interested in developing games or applications with UE5. Although basic knowledge of Windows OS is required, experience in programming or UE5 is not necessary.
What you will learn
Understand programming concepts in Blueprints
Create prototypes and iterate new game mechanics rapidly
Build user interface elements and interactive menus
Use advanced Blueprint nodes to manage the complexity of a game
Explore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event Graph
Get to grips with OOP concepts and explore the Gameplay Framework
Work with virtual reality development in UE Blueprint
Implement procedural generation and create a product configurator
Thank you, Marcos, for writing this definitive guide!
Amazon Verified review
Alex KotauAug 03, 2024
4
Decent general overview of Blueprints and using them to work in UE5. Some content needs updating for later editions of UE5, and a bit more clarity would be useful in some parts. Overall, a worthwhile introduction.
Amazon Verified review
DanoJul 02, 2024
4
Ein gutes Buch für den Einstieg und einen ersten Überblick. Gerade bei UE Themen muss man aufpassen, wo man seine Informationen herholt. Es kursieren haufenweise Falschinformationen, die fleißig von der Community und Tutorial-Creators weiterverbreitet werden - immer nach dem Motto: „Wenn du selbst kein eigenes Spiel machen kannst, mache doch Tutorials … wie man Spiele macht.“ Das Buch ist inhaltlich nicht perfekt, aber gut. Einige Stellen im Buch sind nicht mehr aktuell, z.B: verwendet UE mittlerweile ein anderes Input-System - aber das lässt sich mit wenigen Minuten Recherche beheben.
Amazon Verified review
WayneJun 26, 2024
4
I read through the book until Chapter 10 and noticed several design patterns that could be improved. For instance, the book explains how to build a two-point patrol but does not cover a patrol array. Additionally, many functionalities are built directly into characters or objects in the level, rather than using the level blueprint.
I believe the author is very experienced, so it's confusing why they chose methods that are functional but not easily extendable or maintainable for such a book.
Marcos Romero is the author of the Romero Blueprints blog, which is one of the main references on the internet to learn about Blueprints. Epic Games invited Marcos to the Unreal Engine 4 closed beta program to experiment and collaborate with the evolution of the tools. He was also one of the first recipients of Unreal Dev Grants for Education. Marcos is a well-known figure in the Unreal community and, for Epic Games, he wrote the official Blueprints Compendium and Blueprints Instructor's Guide.
Brenden Sewell is a game designer and creative director with over a decade of experience leading teams in the development of compelling interactive experiences that entertain and inspire. Prior to joining Bossfight Entertainment to work on some upcoming secret projects, he explored the intersection of social impact and entertainment serving as the Creative Director for E-line Media. He has led developments from concept to live support on a variety of games ranging from a brain-training first-person shooter to a construction sandbox exploring the future of digital fabrication.
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