Blueprints Visual Scripting for Unreal Engine 5
Packt Publishing Limited (Verlag)
978-1-80181-158-3 (ISBN)
Key Features
Design a fully functional game in UE5 without writing a single line of code
Implement visual scripting to develop gameplay mechanics, UI, visual effects, VR, and artificial intelligence
Deploy your game on multiple platforms and share it with the world
Book DescriptionUnreal Engine's Blueprint visual scripting system enables designers to script their games and programmers to create base elements that can be extended by designers. With this book, you'll explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices.
The book guides you through using variables, macros, and functions, and helps you learn about object-oriented programming (OOP). You'll discover the Gameplay Framework and advance to learning how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters focus on building a fully functional game step by step. You'll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You'll then progress from creating basic shooting mechanics to more complex systems such as user interface elements and intelligent enemy behavior. The book demonstrates how to use arrays, maps, enums, and vector operations and introduces the elements needed for VR game development. In the final chapters, you’ll learn how to implement procedural generation and create a product configurator.
By the end of this book, you'll have learned how to build a fully functional game and have the skills required to develop an entertaining experience for your audience.What you will learn
Understand programming concepts in Blueprints
Create prototypes and iterate new game mechanics rapidly
Build user interface elements and interactive menus
Use advanced Blueprint nodes to manage the complexity of a game
Explore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event Graph
Get to grips with OOP concepts and explore the Gameplay Framework
Work with virtual reality development in UE Blueprint
Implement procedural generation and create a product configurator
Who this book is forThis book is for anyone interested in developing games or applications with UE5. Although basic knowledge of Windows OS is required, experience in programming or UE5 is not necessary.
Marcos Romero is the author of the Romero Blueprints blog, which is one of the main references on the internet to learn about Blueprints. Epic Games invited Marcos to the Unreal Engine 4 closed beta program to experiment and collaborate with the evolution of the tools. He was also one of the first recipients of Unreal Dev Grants for Education. Marcos is a well-known figure in the Unreal community and, for Epic Games, he wrote the official Blueprints Compendium and Blueprints Instructor's Guide. Brenden Sewell is a game designer and creative director with over a decade of experience leading teams in the development of compelling interactive experiences that entertain and inspire. Prior to joining Bossfight Entertainment to work on some upcoming secret projects, he explored the intersection of social impact and entertainment serving as the Creative Director for E-line Media. He has led developments from concept to live support on a variety of games ranging from a brain-training first-person shooter to a construction sandbox exploring the future of digital fabrication.
Table of Contents
Exploring the Blueprint Editor
Programming with Blueprints
Object-Oriented Programming and the Gameplay Framework
Understanding Blueprint Communication
Object Interaction with Blueprints
Enhancing Player Abilities
Creating Screen UI Elements
Creating Constraints and Gameplay Objectives
Building Smart Enemies with Artificial Intelligence
Upgrading the AI Enemies
Game States and Applying Finishing Touches
Building and Publishing
Data Structures and Flow Control
Math and Trace Nodes
Blueprints Tips
Introduction to VR Development
Animation Blueprints
Creating Blueprint Libraries and Components
Procedural Generation
Creating a Product Configurator using the Variant Manager
Erscheinungsdatum | 06.05.2022 |
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Vorwort | Luis Cataldi |
Verlagsort | Birmingham |
Sprache | englisch |
Maße | 191 x 235 mm |
Themenwelt | Mathematik / Informatik ► Informatik ► Grafik / Design |
Mathematik / Informatik ► Informatik ► Programmiersprachen / -werkzeuge | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-80181-158-X / 180181158X |
ISBN-13 | 978-1-80181-158-3 / 9781801811583 |
Zustand | Neuware |
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