Blueprints Visual Scripting for Unreal Engine : build professional 3D games with Unreal Engine 4's Visual Scripting system /
Whether you are an experienced game designer or artist looking to test your latest idea, or a complete novice looking to build their first video game, this is a great place to start learning how to build complex game mechanics quickly and easily without writing any text code. No programming experien...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Publishing,
2015.
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Colección: | Community experience distilled.
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Temas: | |
Acceso en línea: | Texto completo Texto completo |
Tabla de Contenidos:
- 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 hitSwapping 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 abilityAnimating 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 staminaMaking 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 HUDCreating 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