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Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

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

Product type Book
Published in May 2022
Publisher Packt
ISBN-13 9781801811583
Pages 568 pages
Edition 3rd Edition
Languages
Authors (2):
Marcos Romero Marcos Romero
Profile icon Marcos Romero
Brenden Sewell Brenden Sewell
Profile icon Brenden Sewell
View More author details

Table of Contents (28) Chapters

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

Introduction to traces and trace functions

Traces are used to test whether there are collisions along a defined line segment. A trace can be done by channel or object type and can return the single or multiple objects that have been hit.

The trace channels available are Visibility and Camera. The object type can be WorldStatic, WorldDynamic, Pawn, PhysicsBody, Vehicle, Destructible, or Projectile. You can create more channels and object types in Project Settings | Engine | Collision.

Actors and components need to define how they react to each trace channel and object type. The response can be Ignore, Overlap, or Block.

The following screenshot shows the collision responses of a Static Mesh actor. There are collision presets that can be selected, such as BlockAll, OverlapAllDynamic, and Pawn. Alternatively, you can choose Custom… for Collision Presets and define the Collision Responses properties individually. The object type is set via the Object Type property dropdown...

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