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Blueprints Visual Scripting for Unreal Engine

You're reading from   Blueprints Visual Scripting for Unreal Engine The faster way to build games using UE4 Blueprints

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Product type Paperback
Published in Aug 2019
Publisher Packt
ISBN-13 9781789347067
Length 380 pages
Edition 2nd Edition
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Authors (2):
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Marcos Romero Marcos Romero
Author Profile Icon Marcos Romero
Marcos Romero
Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
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Toc

Table of Contents (22) Chapters Close

Preface 1. Section 1: Blueprint Fundamentals
2. Exploring the Blueprint Editor FREE CHAPTER 3. Programming with Blueprints 4. Actors and the Gameplay Framework 5. Understanding Blueprint Communication 6. Section 2: Developing a Game
7. Object Interaction with Blueprints 8. Enhancing Player Abilities 9. Creating Screen UI Elements 10. Creating Constraints and Gameplay Objectives 11. Section 3: Enhancing the Game
12. Building Smart Enemies with Artificial Intelligence 13. Upgrading the AI Enemies 14. Game States and Applying the Finishing Touches 15. Building and Publishing 16. Section 4: Advanced Blueprints
17. Data Structures and Flow Control 18. Math and Trace Nodes 19. Blueprints Tips 20. Introduction to VR Development 21. Other Books You May Enjoy

Summary

In this chapter, we have made significant strides toward making our game a complete experience that can be played and enjoyed by other people. You learned how to branch the end states of the game based on whether the player has won or lost. You also learned about how to implement a save system that allows the player to return to their earlier game sessions, with their progress intact. Then, we implemented a round system that modifies the gameplay goal each time the player progresses to a new round. Finally, we implemented additional menu systems that give the player information about which round they are on, and give them the opportunity to pause the gameplay and even reset their own save file.

This represents the entire game experience we will create in the book. In the next chapter, we will explore making and publishing builds of the game we created so that we can share...

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