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Explore the faster way to build games using UE5 Blueprints using this practical guide with key images printed in color
Key FeaturesDesign a fully functional game in UE5 without writing a single line of codeImplement visual scripting to develop gameplay mechanics, UI, visual effects, VR, and artificial intelligenceDeploy your game on multiple platforms and share it with the worldBook Description
Unreal Engine’s Blueprint visual scripting system enables designers to script their games and programmers to create base elements that can be extended by designers. With this book, you’ll explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices.
The book guides you through using variables, macros, and functions, and helps you learn about object-oriented programming (OOP). You’ll discover the Gameplay Framework and advance to learning how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters focus on building a fully functional game step by step. You’ll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You’ll then progress from creating basic shooting mechanics to more complex systems such as user interface elements and intelligent enemy behavior. The book demonstrates how to use arrays, maps, enums, and vector operations and introduces the elements needed for VR game development. In the final chapters, you’ll learn how to implement procedural generation and create a product configurator.
By the end of this book, you’ll have learned how to build a fully functional game and have the skills required to develop an entertaining experience for your audience.
What you will learnUnderstand programming concepts in BlueprintsCreate prototypes and iterate new game mechanics rapidlyBuild user interface elements and interactive menusUse advanced Blueprint nodes to manage the complexity of a gameExplore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event GraphGet to grips with OOP concepts and explore the Gameplay FrameworkWork with virtual reality development in UE BlueprintImplement procedural generation and create a product configuratorWho this book is for
This book is for anyone interested in developing games or applications with UE5. Although basic knowledge of Windows OS is required, experience in programming or UE5 is not necessary.
Table of ContentsExploring the Blueprint EditorProgramming with BlueprintsObject-Oriented Programming and the Gameplay FrameworkUnderstanding Blueprint CommunicationObject Interaction with BlueprintsEnhancing Player AbilitiesCreating Screen UI ElementsCreating Constraints and Gameplay ObjectivesBuilding Smart Enemies with Artificial IntelligenceUpgrading the AI EnemiesGame States and Applying Finishing TouchesBuilding and PublishingData Structures and Flow ControlMath and Trace NodesBlueprints TipsIntroduction to VR DevelopmentAnimation BlueprintsCreating Blueprint Libraries and ComponentsProcedural GenerationCreating a Product Configurator using the Variant Manager
From the Publisher
Why do you think this book has been so successful?
This book focuses on a vital role in Unreal Engine projects, which is the Blueprint developer. Unlike most beginner guides, I cover a lot of Blueprint topics that go beyond the fundamentals, so the book can also serve as a reference guide or a hands-on learning tool for teachers in their classrooms.
Another important factor in the success of this book has been the expansion of Unreal Engine to several other industries outside gaming, which led to more people using Unreal Engine and Blueprints.
What’s covered in the book? Blueprint Editor, programming with Blueprints, object-oriented programming, and more Developing a game with the help of step-by-step tutorials, including the gameplay mechanics and UI Data structures, flow control, math and trace nodes, and tips to increase the quality of Blueprints An introduction to VR development
What is your favourite part of the book and why?
My favourite part is Chapter 4, Understanding Blueprint Communication. This topic is very important to the success of any project and in this chapter, I show the different types of Blueprint Communication using practical examples, as well as explain Direct Blueprint Communication and show you how to reference Actors on a Level Blueprint. The concept of casting is also explained in depth, because it is an essential part of Blueprint Communication, along with Event Dispatchers, which enable communication between Blueprint classes and the Level Blueprint, and binding Events.
I also enjoyed writing Chapter 19, Procedural Generation, which features the most advanced Blueprints. In this chapter, I show the reader several ways to generate level content automatically.
Key Takeaways from This Book
Smart Character Creation
Learn how to use the Behavior Tree Editor, Blackboards, and AI Controllers to create smart characters
Character Animation Management
Create State Machines in an Animation Blueprint to manage character animations
Procedural Generation
Use Procedural Generation to create level content using scripts instead of manually
Variant Manager Mastery
Use the Variant Manager panel and Variant Sets to set up a product configurator that will show the available options for a product
Learn faster with comprehensive step-by-step instructions, enriched with detailed images
Publisher : Packt Publishing; 3rd ed. edition (May 2, 2022)
Language : English
Paperback : 568 pages
ISBN-10 : 180181158X
ISBN-13 : 978-1801811583
Item Weight : 2.16 pounds
Dimensions : 9.25 x 7.52 x 1.15 inches