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
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

Arrow left icon
Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781801811583
Length 568 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
Marcos Romero Marcos Romero
Author Profile Icon Marcos Romero
Marcos Romero
Arrow right icon
View More author details
Toc

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

The Blueprint Class Editor interface

The Blueprint Class Editor contains several panels. Each panel is used to edit one aspect of a Blueprint. The Blueprint Class Editor is usually simply called the Blueprint Editor. The main panels of the Blueprint Editor are listed as follows:

  1. Toolbar
  2. Components
  3. My Blueprint
  4. Details
  5. Viewport
  6. Event Graph

These panels can be found in the next screenshot. We will use the BP_ThirdPersonCharacter Blueprint of the Third Person template as an example. It is located in the ThirdPerson/Blueprints folder. Double-click the BP_ThirdPersonCharacter Blueprint to open the Blueprint Class Editor.

Figure 1.8 – Blueprint Editor panels

Figure 1.8 – Blueprint Editor panels

The Toolbar panel

The Toolbar panel is located at the top of the Blueprint Class Editor and contains some essential buttons for editing Blueprints:

Figure 1.9 – Toolbar panel

Figure 1.9 – Toolbar panel

The buttons are described as follows:

  • Compile: Converts the Blueprint script into a lower-level format that can be executed. That means a Blueprint must be compiled before running the game or the changes made will not be reflected. Click this button to compile the current Blueprint. A green check icon will appear if there is no error.
  • Save: Saves all changes made to the current Blueprint.
  • Browse: Shows the current Blueprint Class in the Content Browser.
  • Find: Searches within a Blueprint.
  • Hide Unrelated: When active, it hides the nodes unrelated to the selected nodes.
  • Class Settings: Allows editing of the settings for the class in the Details panel. The Class Settings options contain properties such as Description, Category, and Parent Class.
  • Class Defaults: Allows editing of the Class Defaults in the Details panel. Class Defaults are the initial values of the Blueprint variables.
  • Simulation: Allows the execution of the Blueprint inside the Blueprint Editor.
  • Play: Allows you to play the current Level.
  • Debug Object: This dropdown allows the selection of an object to debug. If none is selected, it will debug any object created with the current Blueprint Class.

The Components panel

The Components panel shows all the Components that are part of the current Blueprint.

Figure 1.10 – Components panel

Figure 1.10 – Components panel

Components are ready-to-use objects that can be added to Blueprints. To do this, click on the Add button of the Components panel. A Blueprint can be created with various features just by using Components.

The properties of a selected Component can be edited on the Details panel and the visual representation of some Components can be seen on the Viewport panel.

Static Meshes, lights, sounds, box collisions, particle systems, and cameras are examples of Components found in the Components panel.

The My Blueprint panel

My Blueprint is a panel where we can create Variables, Macros, Functions, and Graphs for the Blueprint:

Figure 1.11 – My Blueprint panel

Figure 1.11 – My Blueprint panel

New elements can be added by clicking on the Add button at the top of the panel, or the + button next to each category.

The properties of a selected element can be edited in the Details panel.

The Details panel

The Details panel allows you to edit the properties of a selected element of a Blueprint. The selected element can be a Component, Variable, Macro, or Function element. The properties shown in the Details panel are organized into categories.

The next screenshot shows the properties of a CapsuleComponent. There is a Search box at the top of the panel that can be used to filter the properties.

Figure 1.12 – Details panel

Figure 1.12 – Details panel

The Viewport panel

The Viewport panel shows the visual representation of a Blueprint and its Components. The Viewport panel has controls similar to the Level Editor, which you can use to manipulate the location, rotation, and scale of the Components.

The following screenshot shows the Viewport panel. There is a SkeletalMesh Component that represents the player, a Camera Component that defines the view of the player, and a Capsule Component used for collision detection.

Figure 1.13 – Viewport panel

Figure 1.13 – Viewport panel

The Event Graph panel

It is in the Event Graph panel that we are going to program the behavior of a Blueprint. The Event Graph contains Events and Actions that are represented by nodes and connected by wires.

An Event is represented by a red node and is triggered by gameplay Events. A Blueprint can have several Actions that will be performed in response to an Event. The next screenshot shows two Events: InputAxis TurnRate and InputAxis LookUpRate:

Figure 1.14 – Event Graph panel

Figure 1.14 – Event Graph panel

You can move around the Event Graph by right-clicking and dragging it to see the other Events.

The other nodes are Actions representing functions, operators, and variables. We will learn about these elements in Chapter 2, Programming with Blueprints.

After this overview of the Blueprint Editor panels, we are now able to create our first Blueprint. Close the Blueprint Class Editor and navigate back to the Level Editor.

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 €18.99/month. Cancel anytime