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Blueprints Visual Scripting for Unreal engine
Blueprints Visual Scripting for Unreal engine

Blueprints Visual Scripting for Unreal engine: Build professional 3D games with Unreal Engine 4's Visual Scripting system

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Profile Icon Brenden Sewell
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Full star icon Full star icon Full star icon Full star icon Half star icon 4.1 (28 Ratings)
Paperback Jul 2015 188 pages 1st Edition
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Arrow left icon
Profile Icon Brenden Sewell
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Full star icon Full star icon Full star icon Full star icon Half star icon 4.1 (28 Ratings)
Paperback Jul 2015 188 pages 1st Edition
eBook
S$24.99 S$35.99
Paperback
S$44.99
Subscription
Free Trial
eBook
S$24.99 S$35.99
Paperback
S$44.99
Subscription
Free Trial

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Blueprints Visual Scripting for Unreal engine

Chapter 2. Enhancing Player Abilities

In this chapter, we will expand upon the core shooting interaction that we created in the previous chapter by making modifications to the player character Blueprint. The player character Blueprint that comes with the First Person Shooter template initially looks complex, especially when compared to the relatively simple cylinder target Blueprint that we have already created from scratch. We will be looking into this Blueprint and breaking it down to see how each of its sections contributes to the player's experience and allows them to control their character and shoot a gun.

It would be quick and easy to just use an existing asset that works, without spending time understanding how it is accomplishing its functionality. However, we want to ensure that we can repair problems as they arise, and extend the functionality of the player controls to fit our needs better. For this reason, it is always advisable to take some time to investigate...

Adding the running functionality by extending a Blueprint

We'll begin our exploration of the FirstPersonCharacter Blueprint by adding simple functionality that will give our players more tactical options for moving around in the level. At the moment, the player is limited to moving at a single speed. We can adjust this using Blueprint nodes that listen for key presses, and adjusting the movement speed attached to the CharacterMovement component of the Blueprint.

Breaking down the Blueprint character movement

Let's begin by opening the FirstPersonCharacter Blueprint, located in the same Blueprints folder as CylinderTarget_Blueprint from the last chapter. Find FirstPersonCharacter in the content browser, and double-click on the Blueprint. You will open Event Graph and see a large series of Blueprint nodes. The first group of nodes we will look at is bounded by the event graph comment labeled Stick input, as shown here:

Breaking down the Blueprint character movement

The red trigger nodes are triggered at every frame, and pass the...

Animating a zoom view

A core element of modern First-Person Shooters is a variable FOV (also known as field of view) in the form of a player's ability to look down the scope of a gun to get a closer view of a target. This is a significant contributor to the feeling of accuracy and control that modern shooters provide. Let's add a simple form of this functionality to our prototype.

In an empty section of grid next to your mouse input nodes, right-click, search for an InputAction Zoom trigger node, and add it. We want to modify the FOV value that is contained within the FirstPersonCamera component, so we go to the Components panel and drag FirstPersonCamera out onto the event graph.

Drag the output pin into empty space, search for the Set Field Of View node, and place it. Lowering the field of view gives the effect of zooming into a narrower area in the center of the screen. Since the default field of view value is set to 90, for our zoom, let's set the field of view in the set...

Adding sound and particle effects

Now that we have the player moving and shooting to our liking, let's turn our attention to the enemy targets. Shooting one of the target cylinders currently results in it changing its color to red. However, there is nothing that the player can currently do to destroy a target outright.

We can add more dynamics to our enemy interaction by producing Blueprint logic that destroys the target if it is shot more than once, while increasing the reward for the player by producing a satisfying sound and visual effect once the target is destroyed.

Giving our targets state with branches

Since we want to generate effects that will be caused by changes in state applied to our target cylinder, we have to ensure that this logic is contained within our CylinderTarget Blueprint. Open the Blueprint from your Blueprints folder, and take a look at the node group that triggers off of Event Hit. Right now, when our projectile hits the cylinder object, these nodes tell it to...

Summary

We've now started going down the path to making our game feel satisfying to the player. We have sound and visual effects, a player character that has most of the capabilities we would expect from a modern shooter, and targets that react to the player's interactions. The skills we have covered in the first two chapters can already be combined to start creating increasingly complex and interesting behavior.

In this chapter, we created some customized player controls to allow sprinting and zooming in with our gun. In the process, you explored how the movement controller translates information from a player's inputs into the game experience. You also opened the door to creating simple animations using timelines. Then you added more feedback to the player's interaction with the environment by attaching an explosion effect and sound to the enemy targets, and adding another requirement for them to be hit by two projectiles.

In the next chapter, we will explore adding...

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Key benefits

  • Take your game designs from inspiration to a fully playable game that you can share with the world, without writing a single line of code.
  • Learn to use visual scripting to develop gameplay mechanics, UI, visual effects, artificial intelligence, and more.
  • Build a first person shooter from scratch with step-by-step tutorials.

Description

Blueprints Visual Scripting for Unreal Engine is a step-by-step approach to building a fully functional game, one system at a time. Starting with a basic First Person Shooter template, each chapter will extend the prototype to create an increasingly complex and robust game experience. You will progress from creating basic shooting mechanics to gradually more complex systems that will generate user interface elements and intelligent enemy behavior. Focusing on universally applicable skills, the expertise you will develop in utilizing Blueprints can translate to other types of genres. By the time you finish the book, you will have a fully functional First Person Shooter game and the skills necessary to expand on the game to develop an entertaining, memorable experience for your players. From making customizations to player movement to creating new AI and game mechanics from scratch, you will discover everything you need to know to get started with game development using Blueprints and Unreal Engine 4.

Who is this book for?

Whether you are an experienced game designer or artist looking to test your latest idea, or a complete novice looking to build their first video game, this is a great place to start learning how to build complex game mechanics quickly and easily without writing any text code. No programming experience required!

What you will learn

  • Prototype and iterate new game mechanics rapidly
  • Customize the player s abilities and controls
  • Build user interface elements, including health bars and objective counters
  • Set up interactions between player actions and game objects in the world
  • Create complex enemy AI that can sense the world around it and attack the player
  • Design menus that will allow your players to load, pause, and quit the game
  • Deploy your game to multiple platforms and share it with the world

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Jul 28, 2015
Length: 188 pages
Edition : 1st
Language : English
ISBN-13 : 9781785286018
Vendor :
Epic Games
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Product Details

Publication date : Jul 28, 2015
Length: 188 pages
Edition : 1st
Language : English
ISBN-13 : 9781785286018
Vendor :
Epic Games
Languages :
Concepts :
Tools :

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Table of Contents

9 Chapters
1. Object Interaction with Blueprints Chevron down icon Chevron up icon
2. Enhancing Player Abilities Chevron down icon Chevron up icon
3. Creating Screen UI Elements Chevron down icon Chevron up icon
4. Creating Constraints and Gameplay Objectives Chevron down icon Chevron up icon
5. Making Moving Enemies with AI Chevron down icon Chevron up icon
6. Upgrading the AI Enemies Chevron down icon Chevron up icon
7. Tracking Game States and Applying Finishing Touches Chevron down icon Chevron up icon
8. Building and Publishing Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.1
(28 Ratings)
5 star 53.6%
4 star 21.4%
3 star 10.7%
2 star 7.1%
1 star 7.1%
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Bernhard Apr 10, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Super Einführung in die Programmierung mit Unreal Blueprints. Wesentlich besser als z.B. "Master the Art of Unreal Engine 4 - Blueprints"
Amazon Verified review Amazon
Harrisoliver May 25, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I was a bit worried it might be out of date, as I'm using it with engine version 4.22.2 and it was written with 4.7, but this has only been an issue on a couple of superficial things so far. Example in chapter 1 when creating a material the book fails to state that you also need to select "used with static lighting" under material details.There's nothing that can't be sorted with a bit of googling and trial and error, and I actually am inclined to recommend the book even more as a result of this as it engages me mentally a bit more and makes for a more rewarding learning experience than simply following the steps listed.I'm very grateful for this book as after nine years out of the loop on Unreal it has been a great resource to get me back into the swing of things. Many thanks.
Amazon Verified review Amazon
TB Jul 31, 2018
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Ich habe mir dieses Buch als Einstieg ins Visual Scripting für Ego-Shooter zugelegt. Diesen Zweck hat es einwandfrei erfüllt, denn es deckt erfreulicherweise viele Bereiche dafür ab. Natürlich werden da keine hochkomplizierten Mechaniken behandelt, wie man sie aus einem äußerst bekannten Ego-Shooter kennt.Das Buch deckt aber alles ab, um einen lauffähigen kleinen Shooter selbst zusammenzubasteln und überhaupt einen Einstiegspunkt in die Engine zu finden. Die engine-eigene Doku ist für Anfänger beinahe unbrauchbar.
Amazon Verified review Amazon
Rob Thompson Aug 26, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This a great book. Unreal Blueprints is quite a topic and getting it into a book with clear examples is exactly what was needed for the Unreal Engine. There are not many books published on Unreal Engine 4 and hopefully this will be the start of many good quality books. The book covers the essentials of Blueprints and makes for an easy read. Follow all the topics and build the content as per the book and you will learn a lot.
Amazon Verified review Amazon
cybereality Sep 19, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Blueprints Visual Scripting for Unreal Engine is a great little book. Clocking in at just 190 pages, it is a quick read but packed with practical information. Brenden Sewell does a good job of introducing game development concepts in a series of chapters which build upon the same project, culminating in a nice (if somewhat simple) demo at the end.Inside this book, the author discusses the basics of using Blueprints, customizing the character controller, creating UI elements, working with branching and conditional statements, simple enemy AI, implementing game states, as well as building and publishing your game. Certainly not an exhaustive list, but a good range of popular topics you will need to make a game with Unreal Engine.I found the chapters on AI to be especially compelling. They were clearly explained and very functional. The way the chapters all build upon one another was also a plus, and made the learning practical.Overall an enjoyable book and a good introduction to using Blueprints visual scripting in UE4. The text uses the Unreal default art assets, so the demo you create is not particularly fresh in terms of the design, but if you want to learn visual coding, this is a great place to start.
Amazon Verified review Amazon
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