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...

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Bibliographic Details
Main Author: Sewell, Brenden
Format: eBook
Language:English
Published: Birmingham, UK Packt Publishing 2015
Series:Community experience distilled
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
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100 1 |a Sewell, Brenden 
245 0 0 |a Blueprints Visual Scripting for Unreal Engine  |b build professional 3D games with Unreal Engine 4's Visual Scripting system  |c Brenden Sewell 
246 3 1 |a Build professional three dimensional games with Unreal Engine 4's Visual Scripting system 
246 3 1 |a Build professional three D games with Unreal Engine 4's Visual Scripting system 
246 3 1 |a Build professional 3D games with Unreal Engine 4's Visual Scripting system 
260 |a Birmingham, UK  |b Packt Publishing  |c 2015 
300 |a 1 volume  |b illustrations 
505 0 |a 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 
505 0 |a 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 
505 0 |a 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 
505 0 |a 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 
505 0 |a 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 
653 |a UnrealScript (Langage de programmation) 
653 |a Jeux vidéo / Programmation 
653 |a Three-dimensional modeling / http://id.loc.gov/authorities/subjects/sh2013001942 
653 |a Video games / Design / http://id.loc.gov/authorities/subjects/sh2006004108 
653 |a Video games / Programming / fast 
653 |a Computer animation / fast 
653 |a UnrealScript (Computer program language) / http://id.loc.gov/authorities/subjects/sh2006006642 
653 |a GAMES / Board / bisacsh 
653 |a UnrealScript (Computer program language) / fast 
653 |a Animation par ordinateur 
653 |a Computer games / Design / fast 
653 |a Jeux vidéo / Conception 
653 |a Computer animation / http://id.loc.gov/authorities/subjects/sh85029478 
653 |a computer animation / aat 
653 |a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476 
653 |a Modélisation tridimensionnelle 
653 |a Three-dimensional modeling / fast 
041 0 7 |a eng  |2 ISO 639-2 
989 |b OREILLY  |a O'Reilly 
490 0 |a Community experience distilled 
500 |a Includes index 
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776 |z 9781785286018 
776 |z 9781785285097 
776 |z 1785285092 
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520 |a 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 experience required!