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001 EBC2120240
003 MiAaPQ
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006 m o d |
007 cr cnu||||||||
008 240724s2015 xx o ||||0 eng d
020 _a9781785285097
_q(electronic bk.)
020 _z9781785286018
035 _a(MiAaPQ)EBC2120240
035 _a(Au-PeEL)EBL2120240
035 _a(CaPaEBR)ebr11083160
035 _a(CaONFJC)MIL817980
035 _a(OCoLC)915153917
040 _aMiAaPQ
_beng
_erda
_epn
_cMiAaPQ
_dMiAaPQ
050 4 _aGV1469.3 .S384 2015
100 1 _aSewell, Brenden.
245 1 0 _aBlueprints Visual Scripting for Unreal Engine :
_bBuild Professional 3D Games with Unreal Engine 4's Visual Scripting System.
250 _a1st ed.
264 1 _aBirmingham :
_bPackt Publishing, Limited,
_c2015.
264 4 _c©2015.
300 _a1 online resource (188 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
505 0 _aCover -- 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 _aChapter 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 _aMaking 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 _aDescription based on publisher supplied metadata and other sources.
590 _aElectronic 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 _aBlueprints.
650 0 _aVideo games programming.
650 0 _aVideo games.
655 4 _aElectronic books.
776 0 8 _iPrint version:
_aSewell, Brenden
_tBlueprints Visual Scripting for Unreal Engine
_dBirmingham : Packt Publishing, Limited,c2015
_z9781785286018
797 2 _aProQuest (Firm)
856 4 0 _uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=2120240
_zClick to View
999 _c54742
_d54742