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Blueprints Visual Scripting for Unreal Engine 5 - 3rd Edition by Marcos Romero & Brenden Sewell (Paperback)

Blueprints Visual Scripting for Unreal Engine 5 - 3rd Edition by  Marcos Romero & Brenden Sewell (Paperback) - 1 of 1
$61.99 sale price when purchased online
$76.99 list price
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About this item

Highlights

  • Explore the faster way to build games using UE5 Blueprints using this practical guide with key images printed in colorKey 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 DescriptionUnreal Engine's Blueprint visual scripting system enables designers to script their games and programmers to create base elements that can be extended by designers.
  • Author(s): Marcos Romero & Brenden Sewell
  • 568 Pages
  • Computers + Internet, Programming Languages

Description



About the Book



With Unreal Engine's Blueprint visual scripting system, you can create gameplay elements from within Unreal Editor using an intuitive interface.



Book Synopsis



Explore the faster way to build games using UE5 Blueprints using this practical guide with key images printed in color

Key Features
  • Design a fully functional game in UE5 without writing a single line of code
  • Implement visual scripting to develop gameplay mechanics, UI, visual effects, VR, and artificial intelligence
  • Deploy your game on multiple platforms and share it with the world
Book 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 learn
  • Understand programming concepts in Blueprints
  • Create prototypes and iterate new game mechanics rapidly
  • Build user interface elements and interactive menus
  • Use advanced Blueprint nodes to manage the complexity of a game
  • Explore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event Graph
  • Get to grips with OOP concepts and explore the Gameplay Framework
  • Work with virtual reality development in UE Blueprint
  • Implement procedural generation and create a product configurator
Who 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 Contents
  1. Exploring the Blueprint Editor
  2. Programming with Blueprints
  3. Object-Oriented Programming and the Gameplay Framework
  4. Understanding Blueprint Communication
  5. Object Interaction with Blueprints
  6. Enhancing Player Abilities
  7. Creating Screen UI Elements
  8. Creating Constraints and Gameplay Objectives
  9. Building Smart Enemies with Artificial Intelligence
  10. Upgrading the AI Enemies
  11. Game States and Applying Finishing Touches
  12. Building and Publishing
  13. Data Structures and Flow Control
  14. Math and Trace Nodes
  15. Blueprints Tips
  16. Introduction to VR Development
  17. Animation Blueprints
  18. Creating Blueprint Libraries and Components
  19. Procedural Generation
  20. Creating a Product Configurator using the Variant Manager



Review Quotes




"I've enjoyed my collaboration with Marcos tremendously over the past 6 or 7 years. I invited Marcos to participate in an Education Livestream that I had been hosting on the Unreal Engine Twitch channel in the summer of 2020. Marcos' knowledge of Unreal and Blueprints and his willingness to share have always been such a gift! It's been a treat to work with him at every turn.


When Marcos told me that he was writing a new book on Blueprints for Unreal Engine 5, I was thrilled and honored to help out by promoting his efforts without reservation. It has been my pleasure to work with Marcos and am thankful that he is willing to share his knowledge with the Unreal Engine community and with the world. I thoroughly hope everyone enjoys reading this book!"


Luis Cataldi, Lead Evangelist at Quixel/Epic Games


Dimensions (Overall): 9.25 Inches (H) x 7.5 Inches (W) x 1.15 Inches (D)
Weight: 2.12 Pounds
Suggested Age: 22 Years and Up
Number of Pages: 568
Genre: Computers + Internet
Sub-Genre: Programming Languages
Publisher: Packt Publishing
Format: Paperback
Author: Marcos Romero & Brenden Sewell
Language: English
Street Date: May 2, 2022
TCIN: 87097702
UPC: 9781801811583
Item Number (DPCI): 247-20-9863
Origin: Made in the USA or Imported
If the item details above aren’t accurate or complete, we want to know about it.

Shipping details

Estimated ship dimensions: 1.15 inches length x 7.5 inches width x 9.25 inches height
Estimated ship weight: 2.12 pounds
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