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Blueprints Visual Scripting for Unreal Engine
Table of Contents
Blueprints Visual Scripting for Unreal Engine
Credits
About the Author
About the Reviewers
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Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
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 hit
Swapping 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
2. Enhancing Player Abilities
Adding the running functionality by extending a Blueprint
Breaking down the Blueprint character movement
Customizing control inputs
Adding a sprint ability
Animating 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
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 stamina
Making text bindings
Tracking the ammo and eliminated targets
Reducing the ammo counter
Increasing the targets eliminated counter
Summary
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 HUD
Creating a win menu screen
Displaying the menu
Triggering a win
Summary
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
Giving the enemy sight with Pawn Sensing
Adding conditions to the Behavior Tree
Creating chasing behavior
Summary
6. Upgrading the AI Enemies
Creating an enemy attack
Making an attack task
Updating the health meter
Making enemies hear and investigate sounds
Adding hearing to the Behavior Tree
Setting up the investigating tasks
Interpreting and storing the noise event data
Adding noise to the player's actions
Making the enemies destructible
Saving time by reusing existing Blueprint content
Spawning more enemies during gameplay
Choosing a spawn point where enemies will appear
Managing spawn rates and limits with variables
Spawning new enemies in the Level Blueprint
Creating enemy wandering behavior
Identifying a wander point with a custom task
Adding wandering to the Behavior Tree
Summary
7. Tracking Game States and Applying Finishing Touches
Making danger real with player death
Setting up a lose screen
Creating round-based scaling with saved games
Storing game information using a SaveGame object
Storing and loading the saved data when starting the game
Increasing the enemy target goal
Create a transition screen to be shown between rounds
Transitioning to a new round when the current round is won
Pausing the game and resetting the save file
Creating a pause menu
Resuming and resetting the save file
Triggering the pause menu
Summary
8. Building and Publishing
Optimizing your graphics settings
Setting up our game to be played by others
Packaging the game into a build
Steps for further learning
Finish and share as many games as you can
Stretch out of your comfort zone
Resources for additional learning and support
Summary
Index
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