Summary
In this chapter, we started by covering the basics of blueprints, a core element of Unreal Engine that allows us to program various functionalities in our scene. We covered the different types of blueprints available in Unreal, focusing on those most useful for Archviz. Then, we quickly learned how to create these blueprint types. Additionally, we covered the widget blueprint and how to create them (a notion that we will face again in the next chapter).
Moving on, we delved into studying the blueprint class editor and its various sections, understanding nodes, functions, and variables.
To apply our knowledge practically, we created a step-by-step blueprint actor for a floor lamp, introducing concepts that can be reused for other blueprints.
In the next chapter, we will continue with practical exercises, building upon the floor lamp we just made. We’ll explore level and widget blueprints, which will enable us to control the floor lamp’s on/off functionality...