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Blueprints Visual Scripting for Unreal Engine

You're reading from   Blueprints Visual Scripting for Unreal Engine The faster way to build games using UE4 Blueprints

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Product type Paperback
Published in Aug 2019
Publisher Packt
ISBN-13 9781789347067
Length 380 pages
Edition 2nd Edition
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Authors (2):
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Marcos Romero Marcos Romero
Author Profile Icon Marcos Romero
Marcos Romero
Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
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Toc

Table of Contents (22) Chapters Close

Preface 1. Section 1: Blueprint Fundamentals FREE CHAPTER
2. Exploring the Blueprint Editor 3. Programming with Blueprints 4. Actors and the Gameplay Framework 5. Understanding Blueprint Communication 6. Section 2: Developing a Game
7. Object Interaction with Blueprints 8. Enhancing Player Abilities 9. Creating Screen UI Elements 10. Creating Constraints and Gameplay Objectives 11. Section 3: Enhancing the Game
12. Building Smart Enemies with Artificial Intelligence 13. Upgrading the AI Enemies 14. Game States and Applying the Finishing Touches 15. Building and Publishing 16. Section 4: Advanced Blueprints
17. Data Structures and Flow Control 18. Math and Trace Nodes 19. Blueprints Tips 20. Introduction to VR Development 21. Other Books You May Enjoy

Traces

Traces are used to test whether there are collisions along a defined line segment. A trace can be done by channel or by object type, and can return the single or multiple objects that have been hit.

The channels available are Visibility and Camera. The object type can be WorldStatic, WorldDynamic, Pawn, PhysicsBody, Vehicle, Destructible, or Projectile.

The next screenshot shows the collision responses of a Static Mesh Actor. There are Collision Presets that can be selected, such as BlockAll, OverlapAllDynamic, and Pawn. Or, you can choose Custom… as Collision Presets and define the Collision Responses properties individually. The object type is set via the Object Type property dropdown, while the Visibility and Camera channels are defined in the Trace Responses section of the Collision Responses table:

When a trace Function collides with something, it returns one...

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