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Unreal Engine 4 Game Development Quick Start Guide
Unreal Engine 4 Game Development Quick Start Guide

Unreal Engine 4 Game Development Quick Start Guide: Programming professional 3D games with Unreal Engine 4

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Unreal Engine 4 Game Development Quick Start Guide

Programming Using Blueprints

Now, we have the Unreal engine installed and you have familiarized yourself with its layout. We've set up our project, looked at how to customize it, and we have added extra content with the Animation Starter Pack. Now, it's time to learn about Blueprints.

Blueprints are a powerful alternative to traditional C++ programming. As I said in the previous chapter, it is possible to create an entire game using only Blueprints. In this chapter, we will start laying the foundation for our Awesome Game using Blueprints, and, in later chapters, we will expand on this game so we can learn how to use other Unreal Engine 4 systems.

The following points will be covered in this chapter:

  • Creating custom Blueprint classes and extending from Epic's base classes
  • Using variables and functions within Blueprint classes
  • Adding Components to a Blueprint class...

The Blueprint window

To start working with Blueprints, we first need to go over the layout of a Blueprint window. In the Content Browser, go to ThirdPersonBP\Blueprints and double-click on ThirdPersonCharacter. The window that pops up should look like this:

There's a lot going on here, so let's break it down tab by tab.

In the main window, we'll see our actual code. For our ThirdPersonCharacter class, we see the use of variables, operators, pure functions, and calls to other functions. We also see some tabs at the top of this—Viewport, Construction Script, and Event Graph. Every function we open will appear as a tab here. These will be discussed in the Graphs and Viewport sections later in this chapter.

In the bottom-left corner of the window, we will see the My Blueprint tab, which holds all of the Graphs, Functions, Macros, Variables, and Event Dispatchers...

Time for action

Our awesome game has been sitting there not getting awesome, so let's start expanding it with some Blueprints of our own.

The first thing we will do is add a sprint button for our character. This will cover a lot of the things we've discussed in this chapter, as well as the previous one:

  1. Go back to the main editor window.
  2. Go to Edit | Project Settings, and scroll down to the Engine section.
  3. Click on the Input subsection.
  4. Press the plus sign next to Action Mappings and name the new one Sprint.
  1. Assign it a key of Left Shift:
  1. Close the Project Settings page and go back to out ThirdPersonCharacter's main blueprint window and the Event Graph tab.
  2. Right-click and type Sprint. Our custom input event will show up as an option:
  1. Now, go to the Components tab on the left and drag the Character Movement component out into the main window to create a...

Summary

We've covered a lot in this chapter, and I hope I've cleared up any confusion you've had over the way Blueprints are used. As you can see, they are an incredibly powerful tool, and by browsing the nodes in the right-click menu, you can see that practically everything you want to do can be done in Blueprints as an alternative to traditional code.

You can quite easily create entire games using nothing but Blueprint code. In the next chapter, however, we will discuss adding C++ code to a Blueprint project for those rare instances when Blueprint alone is not enough.

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Key benefits

  • Learn the fundamentals of Unreal Engine such as project templates, Blueprints, and C++
  • Use replication to create multiplayer games
  • Build dynamic game elements using Animation Blueprints and behaviour trees

Description

Unreal Engine is a popular game engine used by developers for building high-end 2D and 3D games. This book is a practical guide designed to help you get started with Unreal Engine 4 and confidently develop interactive games. You’ll begin with a quick introduction to the Unreal Engine 4 (UE4) ecosystem. Next, you’ll learn how to create Blueprints and C++ code to define your game's functionality. As you progress, you’ll cover the core systems of UE4 such as Unreal Motion Graphics (UMG), Animation Blueprints, and behaviour trees to further build on your game development knowledge. The concluding chapters will then help you learn how to use replication to create multiplayer games. By the end of this book, you will be well-versed with UE4 and have developed the skills you need to use the framework for developing and deploying robust and intuitive games.

Who is this book for?

You will find this book useful if you already have some game development experience or are a Unity user who wants to get started with UE4. Knowledge of basic object-oriented programming topics such as variables, functions, and classes is assumed.

What you will learn

  • Learn how to use project templates for your games
  • Create custom Blueprints and C++ classes and extend from Epic s base classes
  • Use Unreal Motion Graphics (UMG) to create menus and Heads-up Displays (HUDs) for your game
  • Develop more dynamic characters using Animation Blueprints
  • Understand how to create complex AI with behavior trees
  • Optimize, test, and deploy a UE4 project
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Publication date, Length, Edition, Language, ISBN-13
Publication date : May 31, 2019
Length: 202 pages
Edition : 1st
Language : English
ISBN-13 : 9781789950687
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Epic Games
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Estimated delivery fee Deliver to Slovakia

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Product Details

Publication date : May 31, 2019
Length: 202 pages
Edition : 1st
Language : English
ISBN-13 : 9781789950687
Vendor :
Epic Games
Languages :
Tools :

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Frequently bought together


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Unreal Engine 4 Shaders and Effects Cookbook
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Unreal Engine 4 Game Development Quick Start Guide
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Table of Contents

9 Chapters
Introduction to Unreal Engine 4 Chevron down icon Chevron up icon
Programming Using Blueprints Chevron down icon Chevron up icon
Adding C++ to a Blueprint Project Chevron down icon Chevron up icon
Creating HUDs and Menus Using UMG Chevron down icon Chevron up icon
Animation Blueprints Chevron down icon Chevron up icon
AI with Behavior Tree and Blackboard Chevron down icon Chevron up icon
Multiplayer Games Chevron down icon Chevron up icon
Optimization, Testing, and Packaging Chevron down icon Chevron up icon
Another Book You May Enjoy Chevron down icon Chevron up icon

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Dr. Glen V Apr 02, 2022
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I went from start to finish on this book and feel more than comfortable with the basics of this platform. If I can do it, so can journalists.
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J. Bond Apr 07, 2021
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
Having read this, and followed it cover to cover, I have to say it did boot strap my thinking and jobbing knowledge around the engine. However, the BOLD and then Courier and then BOLD text style - the literal flow through the instructive steps to follow - was actually quite annoying.The reason for this annoyance is that in some instructions the BOLD text will be the source of an action, in the next line the BOLD will be the target, rather than consistently keeping the BOLD as either sources or targets.And then the navigation steps "in the menu"... "in the context browser"... in the whatever... sometimes these are a little random, the best example I can pick out is around page 89 where you're being introduced to HUD widgets... "Click on the BLUEPRINTS button, and then Click on OPEN LEVEL BLUEPRINT undewrneath"... I literally sat for minutes staring at this, it's a prime example... We've not been told what "BLUEPRINT" source button and never heard of the OPEN LEVEL BLUEPRINT button before.Where was this, well it's in the main menu of the main level editor, the text could have said this, instead it's just this throw away "Click on the BLUEPRINTS button"... where it's been training us over and over for near ehough the prior 88 pages to use the Content Browser BP area as "BLUEPRINTS".It's just frustrating to find your learning derailed by this lack of clarity, the writer knows their stuff, they are clearly extremely familiar with the interface, and in the first chapters whenever some new UI element of the engine editors is introduced they throw in a screen shot, but that fades as the text progresses.It's not a deal breaker, this is a good book, but like with all good things you pick out what stops them being great.I'm up, I'm running, this book helped, it is a good bootstrapper for the engine and editor style.
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stacie Feb 09, 2021
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My son asked for theirs for Xmas and he needed it for school
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Cesar Vidal Romero Jul 11, 2020
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
Es bueno pero el contenido lo puedes encontrar en los cursos en linea de Unreal Engine
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James Dec 29, 2019
Full star icon Empty star icon Empty star icon Empty star icon Empty star icon 1
The blueprint code where we change the material of the character skeletal mesh has a serious game breaking bug. When the player picks up just ONE of the spheres, the game exits after three seconds despite the fact that there are still two remaining. I followed the code to the letter, even going out of my way to using the exact same engine version as in the book. There are no hints nor tips within the book that offers solutions should any problems arise. Therefore, one would expect the code to be flawless and bug free.At this point, one would be better off seeking free tutorials from elsewhere. The book does not go in depth with anything considered 'advanced' (interactive doors). Very disappointing considering how much one pays for the book.
Amazon Verified review Amazon
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