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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

Blueprint Macro and Function libraries

Sometimes, in a project, you identify a macro or function that can be used in several Blueprints. The Unreal Editor allows you to create a Blueprint Macro Library to gather the macros that you want to share between all Blueprints. In the same way, you can create a Blueprint Function Library to share utility functions between all Blueprints.

The menu options to create Blueprint Function Library and Blueprint Macro Library are in the Blueprints submenu that appears when creating an asset:

Figure 18.1 – The menu options to create Blueprint Macro and Function Libraries

When creating a Blueprint Macro Library, you need to choose a Parent class. The macros of the library will have access to variables and functions of the Parent class selected, but the Macro Library can only be used by subclasses of the chosen Parent class. Selecting the Actor class will be the best option in most cases.

Let's create a Blueprint...

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