Blueprints Visual Scripting for Unreal Engine : Build Professional 3D Games with Unreal Engine 4's Visual Scripting System.
- 1st ed.
- 1 online resource (188 pages)
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. 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. 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.