000 | 06372nam a22004693i 4500 | ||
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001 | EBC2120240 | ||
003 | MiAaPQ | ||
005 | 20240729123832.0 | ||
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 |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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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 |