Cargando…

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...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Sewell, Brenden (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2015.
Colección:Community experience distilled.
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