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Blueprints Visual Scripting for Unreal Engine 5: Unleash the true power of Blueprints to create impressive games and applications in UE5 PDF

566 Pages·2022·44.453 MB·English
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Preview Blueprints Visual Scripting for Unreal Engine 5: Unleash the true power of Blueprints to create impressive games and applications in UE5

Blueprints Visual Scripting for Unreal Engine 5 M T U B Third Edition arcos Ro hird Edit nreal E lueprin Blueprints Visual m io n t Scripting for er n gin s V Uprnorgeraal mEnmgeinres 'tso B clureeaptrein bta vsiesu ealel mscerinpttsin tgh asty sctaenm b ee neaxbtelensd deeds bigyn deerss itgon secrrsi.p Wt tihthe itrh gisa mboeosk a, nyodu 'll o | B e 5 isua explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices. re l Unreal Engine 5 n S d c The book guides you through using variables, macros, and functions, and helps you learn about e r n ip object-oriented programming (OOP). You'll discover the Gameplay Framework and advance to S t e i learning how Blueprint Communication allows one Blueprint to access information from another w n Third Edition e g Blueprint. Later chapters focus on building a fully functional game step by step. You'll start with ll f o a basic fi rst-person shooter (FPS) template, and each chapter will build on the prototype to create r 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 Unleash the true power of Blueprints to create 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 fi nal chapters, you’ll learn impressive games and applications in UE5 how to implement procedural generation and create a product confi gurator. 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. Things you will learn: • Understand programming concepts • Explore all the features of the Blueprint in Blueprints editor, such as the Components tab, • Create prototypes and iterate new game Viewport, and Event Graph mechanics rapidly • Get to grips with OOP concepts and explore • Build user interface elements and the Gameplay Framework interactive menus • Work with virtual reality development in • Use advanced Blueprint nodes to manage UE Blueprint the complexity of a game • Implement procedural generation and create a product confi gurator Marcos Romero | Brenden Sewell Blueprints Visual Scripting for Unreal Engine 5 Third Edition Unleash the true power of Blueprints to create impressive games and applications in UE5 Marcos Romero Brenden Sewell BIRMINGHAM—MUMBAI Blueprints Visual Scripting for Unreal Engine 5 Third Edition Copyright © 2022 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. Publishing Product Manager: Rohit Rajkumar Senior Editor: Aamir Ahmed Content Development Editor: Feza Shaikh Technical Editor: Simran Udasi Copy Editor: Safis Editing Project Coordinator: Rashika Ba Proofreader: Safis Editing Indexer: Rekha Nair Production Designer: Shyam Sundar Korumilli Marketing Coordinator: Teny Thomas First published: July 2015 Second edition: August 2019 Third edition: April 2022 Production reference: 1290422 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. ISBN 978-1-80181-158-3 www.packt.com Contributors About the authors 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 Instructors' Guide. I would like to thank Luis Cataldi and Tom Shannon from Epic Games for sharing and recommending my Blueprint materials to developers around the world. I'd also like to thank Elinaldo Azevedo, Filipe Mendes, and Ingrid Mendes, for their dedication to Beljogos, which is a local game development group that I founded in the city of Belém, northern Brazil. Brenden Sewell is a creative director with a decade of experience leading teams in the development of compelling interactive experiences that entertain, teach, and inspire. Prior to joining E-Line, he explored the intersection of educational practice and industry game development, culminating in his work as the principal game designer at the Center for Games and Impact. There, he specialized in the development of immersive games for STEM education and teachers' professional development. Since joining the E-Line team, he has led developments from concept, prototyping, and production, to release on a variety of projects ranging from a brain-training first-person shooter to a construction sandbox exploring the future of digital fabrication. About the reviewer Agne Skripkaite is an Unreal Engine software engineer. Coming from a strong background in physics (with a Bachelor's of Science in Physics from the University of Edinburgh), Agne likes to focus on the why of things and the overarching structure of code in games. In the past, they have worked on Unreal Engine VR applications – both room-scale and seated games, becoming an experienced user comfort and motion sickness mitigation specialist for these contexts. This is the fifth Packt Publishing book on Unreal Engine that Agne has reviewed as a technical editor. Table of Contents Preface Part 1: Blueprint Fundamentals 1 Exploring the Blueprint Editor Installing Unreal Engine    4 The Components panel   13 Creating new projects and The My Blueprint panel   14 using templates   4 The Details panel   15 The Viewport panel   15 Blueprints Visual Scripting   8 The Event Graph panel   16 Opening the Level Blueprint Editor   8 Creating a Blueprint Class   10 Adding Components to a Blueprint   17 The Blueprint Class Summary   19 Editor interface   11 Quiz   20 The Toolbar panel   12 2 Programming with Blueprints Storing values in variables   22 Creating expressions Defining the behavior of with operators   29 a Blueprint with events Arithmetic operators   29 and actions   25 Relational operators   30 Events   26 Logical operators   31 Actions   27 Organizing the script with The execution path   28 macros and functions   32 Creating macros   32 vi Table of Contents Creating functions   36 Summary   41 Step-by-step example   39 Quiz   41 Macros versus functions versus events   41 3 Object-Oriented Programming and the Gameplay Framework Getting familiar with OOP   44 Exploring the other Gameplay Framework classes   58 Classes   44 Instances   44 Pawn   60 Inheritance   45 Character   61 PlayerController   62 Managing Actors   46 Game Mode Base   64 Referencing Actors   46 Game Instance   66 Spawning and destroying Actors   51 Summary   66 Construction Script   54 Quiz   67 4 Understanding Blueprint Communication Direct Blueprint Communication   70 Binding Events   90 Casting in Blueprints   76 Summary   93 Level Blueprint Communication   82 Quiz   94 Event Dispatchers   86 Part 2: Developing a Game 5 Object Interaction with Blueprints Creating the project and the Material properties and nodes   102 first Level   98 Adding substance to our Material   105 Adding objects to our Level   99 Creating the target Blueprint   107 Exploring Materials   101 Detecting a hit   109 Creating Materials   101 Swapping a Material   110 Table of Contents vii Improving the Blueprint   111 Getting relative speed using delta time   119 Updating location   120 Adding movement   113 Changing the Actor's Mobility and Changing direction   123 Collision settings   114 Testing moving targets   125 Breaking down our goal   115 Summary   126 Readying direction for calculations   118 Quiz   127 6 Enhancing Player Abilities Adding the running Increasing the projectile's functionality   130 speed   143 Breaking down the character Adding sound and movement   130 particle effects   145 Customizing control inputs   134 Changing target states with branches   146 Adding a Sprint ability   136 Triggering sound effects, explosions, and destruction   148 Animating a zoomed view   139 Using a timeline to smooth transitions   140 Summary   151 Quiz   152 7 Creating Screen UI Elements Creating simple UI meters Creating bindings for health with UMG   154 and stamina   171 Making text bindings for the ammo Drawing shapes with Widget and targets eliminated counters   173 Blueprints   156 Customizing the meter's appearance   159 Tracking the ammo and Creating ammo and targets eliminated targets eliminated    174 counters   164 Reducing the ammo counter   174 Displaying the HUD   168 Increasing the targets Connecting UI values eliminated counter   176 to player variables   170 Summary   177 Quiz   178 viii Table of Contents 8 Creating Constraints and Gameplay Objectives Constraining player actions   180 Displaying a target goal in the HUD   202 Draining and regenerating stamina   181 Creating a win menu screen   204 Preventing firing actions when Displaying the WinMenu   210 out of ammo   195 Triggering a win   212 Creating collectible objects   196 Summary   214 Setting a gameplay Quiz   215 win condition   201 Part 3: Enhancing the Game 9 Building Smart Enemies with Artificial Intelligence Setting up the enemy actor to Overlapping a patrol point   239 navigate   220 Running the Behavior Tree in the AI Controller   241 Importing from the Marketplace   220 Teaching our AI to walk with the Expanding the play area   221 Behavior Tree   242 Making the level traversable with a Selecting the patrol points in the NavMesh asset   227 BP_EnemyCharacter instance   246 Creating the AI assets   229 Setting up the BP_EnemyCharacter Making the AI chase the player   247 Blueprint   231 Giving the enemy sight with Creating navigation behavior   233 PawnSensing   247 Creating a Behavior Tree Task   249 Setting up patrol points   233 Adding conditions to the Behavior Tree   251 Creating the Blackboard keys   234 Creating a chasing behavior   253 Creating the variables in BP_ EnemyCharacter   236 Summary   254 Updating the current patrol point key   237 Quiz   255 Table of Contents ix 10 Upgrading the AI Enemies Creating an enemy attack   258 destructible   272 Making an attack task   258 Spawning more enemies Using the attack task in the during gameplay   275 Behavior Tree   260 Creating the BP_EnemySpawner Updating the health meter   261 blueprint    275 Making enemies hear and Creating enemy wandering investigate sounds   263 behavior   278 Adding hearing to the Behavior Tree   263 Identifying a wander point with a Setting up the investigating tasks   265 custom task   278 Creating variables and a macro to Adding wandering to the Behavior Tree  update the blackboard   266  280 Interpreting and storing the Last adjustments and test   281 noise Event data   268 Summary   283 Adding noise to the player's actions   270 Quiz   283 Making the enemies 11 Game States and Applying the Finishing Touches Making danger real with Creating a transition screen to be player death   286 shown between rounds   296 Transitioning to a new round when the Setting up a lose screen   286 current round is won   299 Showing the lose screen   287 Pausing the game and Creating round-based scaling resetting the save file   301 with saved games   288 Creating a pause menu   301 Storing game information using the Resuming the game   303 SaveGame class   289 Resetting the save file   304 Saving game information   290 Triggering the pause menu   305 Loading game information   293 Increasing the TargetGoal   294 Summary   307 Quiz   307

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