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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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Adding Components to a Blueprint

Now, let's create our first Blueprint. It will be a very simple Blueprint that will only contain Components. For now, we will not use Events or Actions:

  1. Click the Content Drawer button to open the Content Browser, then click the Add button and select Blueprint Class.
  2. On the next screen, choose Actor as the parent class.
  3. Rename the Blueprint we just created to BP_RotatingChair. Blueprints cannot have spaces in their name and there is a convention of starting Blueprint names with BP_.
  4. Double-click this Blueprint to open the Blueprint Editor.
  5. On the Components panel, click the Add button and select Static Mesh, as shown in the following screenshot. This Static Mesh will visually represent this Blueprint.
Figure 1.15 – Adding a Static Mesh Component

Figure 1.15 – Adding a Static Mesh Component

  1. On the Details panel, there is a property named Static Mesh, which has a drop-down input. Click on the dropdown and select the Static Mesh property named SM_Chair. This Static Mesh is part of the starter content. The following screenshot shows the selected SM_Chair:
Figure 1.16 – Selecting a Static Mesh asset

Figure 1.16 – Selecting a Static Mesh asset

  1. Let's add another Component. Click the Add button of the Components panel and type rotating movement in the Search box.
  2. Click on the Rotating Movement Component to add it. By default, this Component will rotate the Blueprint around the z axis, so we don't need to change its properties.
  3. Click the Compile button and save the Blueprint.
  4. On the Level Editor, drag the BP_RotatingChair Blueprint from the Content Browser and drop it somewhere in the Level.
  5. Press the Play button of the Level Editor to see the rotating chair. You can use the WASD keys to move the character and the mouse to rotate the camera. You can exit the Level being played by pressing the Esc key. The next screenshot shows the example in execution:
Figure 1.17 – The rotating chair

Figure 1.17 – The rotating chair

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Published in: May 2022Publisher: PacktISBN-13: 9781801811583
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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