Blueprints Visual Scripting for Unreal Engine : (Record no. 54742)
[ view plain ]
000 -LEADER | |
---|---|
fixed length control field | 06372nam a22004693i 4500 |
001 - CONTROL NUMBER | |
control field | EBC2120240 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | MiAaPQ |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20240729123832.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS | |
fixed length control field | m o d | |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr cnu|||||||| |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 240724s2015 xx o ||||0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781785285097 |
Qualifying information | (electronic bk.) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
Canceled/invalid ISBN | 9781785286018 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (MiAaPQ)EBC2120240 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (Au-PeEL)EBL2120240 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (CaPaEBR)ebr11083160 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (CaONFJC)MIL817980 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (OCoLC)915153917 |
040 ## - CATALOGING SOURCE | |
Original cataloging agency | MiAaPQ |
Language of cataloging | eng |
Description conventions | rda |
-- | pn |
Transcribing agency | MiAaPQ |
Modifying agency | MiAaPQ |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | GV1469.3 .S384 2015 |
100 1# - MAIN ENTRY--PERSONAL NAME | |
Personal name | Sewell, Brenden. |
245 10 - TITLE STATEMENT | |
Title | Blueprints Visual Scripting for Unreal Engine : |
Remainder of title | Build Professional 3D Games with Unreal Engine 4's Visual Scripting System. |
250 ## - EDITION STATEMENT | |
Edition statement | 1st ed. |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Place of production, publication, distribution, manufacture | Birmingham : |
Name of producer, publisher, distributor, manufacturer | Packt Publishing, Limited, |
Date of production, publication, distribution, manufacture, or copyright notice | 2015. |
264 #4 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Date of production, publication, distribution, manufacture, or copyright notice | ©2015. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | 1 online resource (188 pages) |
336 ## - CONTENT TYPE | |
Content type term | text |
Content type code | txt |
Source | rdacontent |
337 ## - MEDIA TYPE | |
Media type term | computer |
Media type code | c |
Source | rdamedia |
338 ## - CARRIER TYPE | |
Carrier type term | online resource |
Carrier type code | cr |
Source | rdacarrier |
505 0# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Cover -- Copyright -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Object Interaction with Blueprints -- Creating a project and the first level -- Setting a template for a new project -- Making sense of the project settings -- Creating the project -- Adding objects to our level -- Exploring materials -- Creating materials -- Material Properties and Blueprint Nodes -- Adding substance to our material -- Creating our first Blueprint -- Exploring the Event Graph panel -- Detecting a hit -- Swapping a material -- Improving the Blueprint -- Adding movement -- Changing actor mobility and collision -- Breaking down our goal -- Storing data with variables -- Readying direction for calculations -- Getting relative speed using delta time -- Translating the existing location -- Updating location -- Changing direction -- Testing moving targets -- Summary -- Chapter 2: Enhancing Player Abilities -- Adding the running functionality by extending a Blueprint -- Breaking down the Blueprint character movement -- Customizing control inputs -- Adding a sprint ability -- Animating a zoom view -- Using a timeline to smooth transitions -- Increasing the projectile's speed -- Adding sound and particle effects -- Giving our targets state with branches -- Triggering sound effects, explosions, and destruction -- Summary -- Chapter 3: Creating Screen UI Elements -- Creating simple UI meters with UMG -- Drawing shapes with widget Blueprints -- Customizing the meter's appearance -- Creating ammo and enemy counters -- Displaying the HUD -- Connecting UI values to player variables -- Creating bindings for health and stamina -- Making text bindings -- Tracking the ammo and eliminated targets -- Reducing the ammo counter -- Increasing the targets eliminated counter -- Summary. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Chapter 4: Creating Constraints and Gameplay Objectives -- Constraining player actions -- Draining stamina while sprinting -- Using looping timers to repeat actions -- Blocking actions with branches -- Regenerating stamina -- Preventing firing actions when out of ammo -- Creating collectable objects -- Setting up collection logic -- Setting a gameplay win condition -- Displaying a target goal in the HUD -- Creating a win menu screen -- Displaying the menu -- Triggering a win -- Summary -- Chapter 5: Making Moving Enemies with AI -- Setting up the enemy actor to navigate -- Importing from the marketplace -- Expanding the play area -- Making the level traversable with a NavMesh -- Setting the stage for intelligence with AI assets -- Creating navigation behavior -- Setting up patrol points -- Enabling communication between assets -- Teaching our AI to walk with the Behavior Tree -- Making the AI chase the player -- Giving the enemy sight with Pawn Sensing -- Adding conditions to the Behavior Tree -- Creating chasing behavior -- Summary -- Chapter 6: Upgrading the AI Enemies -- Creating an enemy attack -- Making an attack task -- Updating the health meter -- Making enemies hear and investigate sounds -- Adding hearing to the Behavior Tree -- Setting up the investigating tasks -- Interpreting and storing the noise event data -- Adding noise to the player's actions -- Making the enemies destructible -- Saving time by reusing existing Blueprint content -- Spawning more enemies during gameplay -- Choosing a spawn point where enemies will appear -- Managing spawn rates and limits with variables -- Spawning new enemies in the Level Blueprint -- Creating enemy wandering behavior -- Identifying a wander point with a custom task -- Adding wandering to the Behavior Tree -- Summary -- Chapter 7: Tracking Game States and Applying Finishing Touches. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Making danger real with player death -- Setting up a lose screen -- Creating round-based scaling with saved games -- Storing game information using a SaveGame object -- Storing and loading the saved data when starting the game -- Increasing the enemy target goal -- Create a transition screen to be shown between rounds -- Transitioning to a new round when the current round is won -- Pausing the game and resetting the save file -- Creating a pause menu -- Resuming and resetting the save file -- Triggering the pause menu -- Summary -- Chapter 8: Building and Publishing -- Optimizing your graphics settings -- Setting up our game to be played by others -- Packaging the game into a build -- Steps for further learning -- Finish and share as many games as you can -- Stretch out of your comfort zone -- Resources for additional learning and support -- Summary -- Index. |
588 ## - SOURCE OF DESCRIPTION NOTE | |
Source of description note | Description based on publisher supplied metadata and other sources. |
590 ## - LOCAL NOTE (RLIN) | |
Local note | Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Blueprints. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Video games programming. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Video games. |
655 #4 - INDEX TERM--GENRE/FORM | |
Genre/form data or focus term | Electronic books. |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Relationship information | Print version: |
Main entry heading | Sewell, Brenden |
Title | Blueprints Visual Scripting for Unreal Engine |
Place, publisher, and date of publication | Birmingham : Packt Publishing, Limited,c2015 |
International Standard Book Number | 9781785286018 |
797 2# - LOCAL ADDED ENTRY--CORPORATE NAME (RLIN) | |
Corporate name or jurisdiction name as entry element | ProQuest (Firm) |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | <a href="https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=2120240">https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=2120240</a> |
Public note | Click to View |
No items available.