图书简介
Blueprints is the visual scripting system in Unreal Engine that enables programmers to create baseline systems and can be extended by designers.Complete with hands-on tutorials and projects, this easy-to-follow guide will teach you how to use Blueprints to develop gameplay mechanics, UI, visual effects, VR, artificial intelligence.This book helps you explore all the features of the Blueprint Editor and guides you through using Variables, Macros, and Functions. You’ll also learn about object-oriented programming (OOP) and discover the Gameplay Framework. In addition to this, you’ll learn how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters will focus on building a fully functional game using a step-by-step approach. 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 skills you will develop using Blueprints can also be employed in other gaming genres and applications. The book demonstrates how to use arrays, maps, enums, vector operations and how to build a basic VR game. In the concluding 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 will have the skills required to develop an entertaining experience for your audience.
Table of Contents Exploring the Blueprint Editor Programming with Blueprints Object-Oriented Programming and the Gameplay Framework Understanding Blueprint Communication Object Interaction with Blueprints Enhancing Player Abilities Creating Screen UI Elements Creating Constraints and Gameplay Objectives Building Smart Enemies with Artificial Intelligence Upgrading the AI Enemies Game States and Applying Finishing Touches Building and Publishing Data Structures and Flow Control Math and Trace Nodes Blueprints Tips Introduction to VR Development Animation Blueprints Creating Blueprint Libraries and Components Procedural Generation Creating a Product Configurator using the Variant Manager
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