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Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

You're reading from  Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

Product type Book
Published in May 2022
Publisher Packt
ISBN-13 9781801811583
Pages 568 pages
Edition 3rd Edition
Languages
Authors (2):
Marcos Romero Marcos Romero
Profile icon Marcos Romero
Brenden Sewell Brenden Sewell
Profile icon Brenden Sewell
View More author details
Toc

Table of Contents (28) Chapters close

Preface 1. Part 1: Blueprint Fundamentals
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

Creating collectible objects

Restricting the player from firing their gun when they run out of ammo forces the player to be considerate of the accuracy of the shots they attempt within the game. However, limiting ammo would be unduly punishing without a way of acquiring more. We don't want ammo to naturally recharge like our stamina meter. Instead, we'll create a collectible ammo pickup to allow the player to regain ammo by exploring and traversing the level.

To create the BP_AmmoPickup Blueprint, follow these steps:

  1. In the Content Browser, access the /Content/FirstPersonBP /Blueprints folder. Click the Add button and select Blueprint Class.
  2. On the next screen, choose Actor as the parent class.
  3. Name the Blueprint BP_AmmoPickup and double-click it to open the Blueprint Editor.
  4. Click the Add button in the Components panel and choose the Static Mesh component. In the Details panel, choose the Shape_Pipe Static Mesh and in MATERIALS, go to Element 0 and...
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