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Blueprints Visual Scripting for Unreal Engine 5
Blueprints Visual Scripting for Unreal Engine 5

Blueprints Visual Scripting for Unreal Engine 5: Unleash the true power of Blueprints to create impressive games and applications in UE5 , Third Edition

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Profile Icon Marcos Romero Profile Icon Brenden Sewell
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Full star icon Full star icon Full star icon Full star icon Empty star icon 4 (32 Ratings)
Paperback May 2022 568 pages 3rd Edition
eBook
₱2199.99 ₱3143.99
Paperback
₱2946.99 ₱3929.99
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Arrow left icon
Profile Icon Marcos Romero Profile Icon Brenden Sewell
Arrow right icon
Free Trial
Full star icon Full star icon Full star icon Full star icon Empty star icon 4 (32 Ratings)
Paperback May 2022 568 pages 3rd Edition
eBook
₱2199.99 ₱3143.99
Paperback
₱2946.99 ₱3929.99
Subscription
Free Trial
eBook
₱2199.99 ₱3143.99
Paperback
₱2946.99 ₱3929.99
Subscription
Free Trial

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Table of content icon View table of contents Preview book icon Preview Book

Blueprints Visual Scripting for Unreal Engine 5

Part 1: Blueprint Fundamentals

This part will explore the basic building blocks of Blueprints. You will gain a solid understanding of how Blueprints work and will be able to start creating your own games.

This part comprises the following chapters:

  • Chapter 1, Exploring the Blueprint Editor
  • Chapter 2, Programming with Blueprints
  • Chapter 3, Object-Oriented Programming and the Gameplay Framework
  • Chapter 4, Understanding Blueprint Communication
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Key benefits

  • 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

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : May 02, 2022
Length: 568 pages
Edition : 3rd
Language : English
ISBN-13 : 9781801811583
Languages :
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Product Details

Publication date : May 02, 2022
Length: 568 pages
Edition : 3rd
Language : English
ISBN-13 : 9781801811583
Languages :
Concepts :
Tools :

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Frequently bought together


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Total 12,337.97 13,320.97 983.00 saved
Blueprints Visual Scripting for Unreal Engine 5
₱2946.99 ₱3929.99
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Elevating Game Experiences with Unreal Engine 5
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Total 12,337.97 13,320.97 983.00 saved Stars icon

Table of Contents

26 Chapters
Part 1: Blueprint Fundamentals Chevron down icon Chevron up icon
Chapter 1: Exploring the Blueprint Editor Chevron down icon Chevron up icon
Chapter 2: Programming with Blueprints Chevron down icon Chevron up icon
Chapter 3: Object-Oriented Programming and the Gameplay Framework Chevron down icon Chevron up icon
Chapter 4: Understanding Blueprint Communication Chevron down icon Chevron up icon
Part 2: Developing a Game Chevron down icon Chevron up icon
Chapter 5: Object Interaction with Blueprints Chevron down icon Chevron up icon
Chapter 6: Enhancing Player Abilities Chevron down icon Chevron up icon
Chapter 7: Creating Screen UI Elements Chevron down icon Chevron up icon
Chapter 8: Creating Constraints and Gameplay Objectives Chevron down icon Chevron up icon
Part 3: Enhancing the Game Chevron down icon Chevron up icon
Chapter 9: Building Smart Enemies with Artificial Intelligence Chevron down icon Chevron up icon
Chapter 10: Upgrading the AI Enemies Chevron down icon Chevron up icon
Chapter 11: Game States and Applying the Finishing Touches Chevron down icon Chevron up icon
Chapter 12: Building and Publishing Chevron down icon Chevron up icon
Part 4: Advanced Blueprints Chevron down icon Chevron up icon
Chapter 13: Data Structures and Flow Control Chevron down icon Chevron up icon
Chapter 14: Math and Trace Nodes Chevron down icon Chevron up icon
Chapter 15: Blueprints Tips Chevron down icon Chevron up icon
Chapter 16: Introduction to VR Development Chevron down icon Chevron up icon
Part 5: Extra Tools Chevron down icon Chevron up icon
Chapter 17: Animation Blueprints Chevron down icon Chevron up icon
Chapter 18: Creating Blueprint Libraries and Components Chevron down icon Chevron up icon
Chapter 19: Procedural Generation Chevron down icon Chevron up icon
Chapter 20: Creating a Product Configurator Using the Variant Manager Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

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Full star icon Full star icon Full star icon Full star icon Empty star icon 4
(32 Ratings)
5 star 46.9%
4 star 25%
3 star 12.5%
2 star 9.4%
1 star 6.3%
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UseUrHeadFred Aug 12, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Thank you, Marcos, for writing this definitive guide!
Amazon Verified review Amazon
Alex Kotau Aug 03, 2024
Full star icon Full star icon Full star icon Full star icon Empty star icon 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 Amazon
Dano Jul 02, 2024
Full star icon Full star icon Full star icon Full star icon Empty star icon 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 Amazon
Wayne Jun 26, 2024
Full star icon Full star icon Full star icon Full star icon Empty star icon 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.
Subscriber review Packt
Benidict Agostini Jun 09, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Bought for my son he likes this book.
Amazon Verified review Amazon
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