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You're reading from  Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

Product typeBook
Published inMay 2022
Reading LevelBeginner
PublisherPackt
ISBN-139781801811583
Edition3rd Edition
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Authors (2):
Marcos Romero
Marcos Romero
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Marcos Romero

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.
Read more about Marcos Romero

Brenden Sewell
Brenden Sewell
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Brenden Sewell

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.
Read more about Brenden Sewell

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Summary

In this chapter, we learned how to use data structures to organize data in Blueprints. We learned how to store various elements in an array and how to retrieve any of those elements. We learned how to use other types of containers, such as sets and maps, to store data.

After that, we learned how to create and use enumerations, structures, and data tables, and we saw examples of how they can be related. It was presented to us as several flow control nodes, such as Switch, Gate, and For Each Loop.

This chapter showed various Blueprint features that will help us to organize data so that it can be used effectively. The flow control nodes can simplify the EventGraph because, for each situation, there may be a more suitable node.

In the next chapter, we will learn about world and local coordinates, vector operations, and the use of traces to test collisions.

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Blueprints Visual Scripting for Unreal Engine 5 - Third Edition
Published in: May 2022Publisher: PacktISBN-13: 9781801811583

Authors (2)

author image
Marcos Romero

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.
Read more about Marcos Romero

author image
Brenden Sewell

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.
Read more about Brenden Sewell