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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

Creating Scene Components

We will create a Scene Component named BP_CircularMovComp that rotates around the Actor. Then, we will attach a Static Mesh Component to the BP_CircularMovComp component to simulate a rotating shield.

Follow these steps to create our Scene Component:

  1. Access the Chapter18 folder that we created in the first example of this chapter.
  2. Click the Add button in the content browser and choose the Blueprint Class option.
  3. On the next screen, choose Scene Component as the parent class. Name the Blueprint BP_CircularMovComp and double-click it to open the Blueprint Editor.
  4. In the My Blueprint panel, create the RotationPerSecond and DeltaAngle variables of the Float type:

Figure 18.39 – Creating the variables of the component

  1. Compile the Blueprint and select the RotationPerSecond variable. In the Details panel, set DEFAULT VALUE to 180.0. This value is in degrees, so the component will complete a rotation...
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