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Blueprints Visual Scripting for Unreal Engine 5

You're reading from   Blueprints Visual Scripting for Unreal Engine 5 Unleash the true power of Blueprints to create impressive games and applications in UE5

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781801811583
Length 568 pages
Edition 3rd Edition
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Authors (2):
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Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
Marcos Romero Marcos Romero
Author Profile Icon Marcos Romero
Marcos Romero
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Table of Contents (28) Chapters Close

Preface 1. Part 1: Blueprint Fundamentals
2. Chapter 1: Exploring the Blueprint Editor FREE CHAPTER 3. Chapter 2: Programming with Blueprints 4. Chapter 3: Object-Oriented Programming and the Gameplay Framework 5. Chapter 4: Understanding Blueprint Communication 6. Part 2: Developing a Game
7. Chapter 5: Object Interaction with Blueprints 8. Chapter 6: Enhancing Player Abilities 9. Chapter 7: Creating Screen UI Elements 10. Chapter 8: Creating Constraints and Gameplay Objectives 11. Part 3: Enhancing the Game
12. Chapter 9: Building Smart Enemies with Artificial Intelligence 13. Chapter 10: Upgrading the AI Enemies 14. Chapter 11: Game States and Applying the Finishing Touches 15. Chapter 12: Building and Publishing 16. Part 4: Advanced Blueprints
17. Chapter 13: Data Structures and Flow Control 18. Chapter 14: Math and Trace Nodes 19. Chapter 15: Blueprints Tips 20. Chapter 16: Introduction to VR Development 21. Part 5: Extra Tools
22. Chapter 17: Animation Blueprints 23. Chapter 18: Creating Blueprint Libraries and Components 24. Chapter 19: Procedural Generation 25. Chapter 20: Creating a Product Configurator Using the Variant Manager 26. Other Books You May Enjoy Appendix

Level Blueprint Communication

Unreal Engine has a special type of Blueprint called Level Blueprint. Each Level of the game has a default Level Blueprint. They are useful for creating Events and Actions that only happen at the current level. To access the Level Blueprint, click the Blueprints button at the toolbar of the Level Editor and choose the Open Level Blueprint option, as shown in the following screenshot:

Figure 4.20 – Opening Level Blueprint

In the Level Blueprint, we can easily create references to Actors that are on the Level. To see this in practice, let's create an example where Box Trigger is added to the Level. When an Actor overlaps the trigger, Blueprint_Effect_Sparks is activated, producing the effect of a spark:

  1. Create or use an existing project based on the Third Person template with the starter content.
  2. In the Level Editor, click the Create button located on the toolbar. In the Basic category, there is a Box Trigger...
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