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Blueprints Visual Scripting for Unreal Engine 5 - Third Edition
Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

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

By Marcos Romero , Brenden Sewell
€46.99 €31.99
Book May 2022 568 pages 3rd Edition
eBook
€46.99 €31.99
Print
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eBook
€46.99 €31.99
Print
€57.99
Subscription
€14.99 Monthly

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Product Details


Publication date : May 2, 2022
Length 568 pages
Edition : 3rd Edition
Language : English
ISBN-13 : 9781801811583
Category :
Languages :
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Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

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Key benefits

  • 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

Description

Unreal 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

What do you get with eBook?

Product feature icon Instant access to your Digital eBook purchase
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
Buy Now

Product Details


Publication date : May 2, 2022
Length 568 pages
Edition : 3rd Edition
Language : English
ISBN-13 : 9781801811583
Category :
Languages :
Concepts :

Table of Contents

28 Chapters
Preface Chevron down icon Chevron up icon
1. Part 1: Blueprint Fundamentals Chevron down icon Chevron up icon
2. Chapter 1: Exploring the Blueprint Editor Chevron down icon Chevron up icon
3. Chapter 2: Programming with Blueprints Chevron down icon Chevron up icon
4. Chapter 3: Object-Oriented Programming and the Gameplay Framework Chevron down icon Chevron up icon
5. Chapter 4: Understanding Blueprint Communication Chevron down icon Chevron up icon
6. Part 2: Developing a Game Chevron down icon Chevron up icon
7. Chapter 5: Object Interaction with Blueprints Chevron down icon Chevron up icon
8. Chapter 6: Enhancing Player Abilities Chevron down icon Chevron up icon
9. Chapter 7: Creating Screen UI Elements Chevron down icon Chevron up icon
10. Chapter 8: Creating Constraints and Gameplay Objectives Chevron down icon Chevron up icon
11. Part 3: Enhancing the Game Chevron down icon Chevron up icon
12. Chapter 9: Building Smart Enemies with Artificial Intelligence Chevron down icon Chevron up icon
13. Chapter 10: Upgrading the AI Enemies Chevron down icon Chevron up icon
14. Chapter 11: Game States and Applying the Finishing Touches Chevron down icon Chevron up icon
15. Chapter 12: Building and Publishing Chevron down icon Chevron up icon
16. Part 4: Advanced Blueprints Chevron down icon Chevron up icon
17. Chapter 13: Data Structures and Flow Control Chevron down icon Chevron up icon
18. Chapter 14: Math and Trace Nodes Chevron down icon Chevron up icon
19. Chapter 15: Blueprints Tips Chevron down icon Chevron up icon
20. Chapter 16: Introduction to VR Development Chevron down icon Chevron up icon
21. Part 5: Extra Tools Chevron down icon Chevron up icon
22. Chapter 17: Animation Blueprints Chevron down icon Chevron up icon
23. Chapter 18: Creating Blueprint Libraries and Components Chevron down icon Chevron up icon
24. Chapter 19: Procedural Generation Chevron down icon Chevron up icon
25. Chapter 20: Creating a Product Configurator Using the Variant Manager Chevron down icon Chevron up icon
26. Other Books You May Enjoy Chevron down icon Chevron up icon
Appendix Chevron down icon Chevron up icon

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