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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

Exploring State Machines

A State Machine in the AnimGraph allows you to organize the animation into a series of states. To exemplify this, we will create a State Machine with two states: idle and moving.

We need to define Transition Rules to control the transition from one state to another.

Follow these steps to create the State Machine:

  1. Remove the other animation nodes and leave only the Output Pose node in the AnimGraph.
  2. Right-click on the AnimGraph, search for state machine, and select Add New State Machine…:

Figure 17.18 – Adding a State Machine

  1. Rename the State Machine to Char States. You can rename it in the Details panel. Connect the white icon of the State Machine to the white icon of the Output Pose node:

Figure 17.19 – Connecting the State Machine to the Output Pose node

  1. Double-click on the Char States node to edit the State Machine. Then, right-click on the graph and...
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