{"product_id":"139177","title":"Unreal Engine 5 Blueprint Visual Scripting 3\/e ","description":"\u003ccenter\u003e\u003cdiv style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/tmgdisk01.cafe24.com\/images\/vs\/4172\/sv\/3jXPBvhM1Dk99l6tGyeofJuBJe4o8p.png?v=1765073595\" style=\"max-width:100%;max-height:10px\"\u003e\u003c\/div\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\n\n\u003cdiv style=\"width:95%\"\u003e\n\n\u003cdiv style=\"text-align:center;font-size:30px;font-weight:bolder;line-height:1.6em\"\u003e Unreal Engine 5 Blueprint Visual Scripting 3\/e \u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"border-bottom:1px;border-bottom-style:dotted;border-color:;padding-bottom:20px\"\u003e\u003ccenter\u003e\u003ctable align=\"center\" width=\"100%\"\u003e\u003ctbody style=\"border:0px\"\u003e\n\n\u003ctr\u003e\u003ctd align=\"center\" style=\"line-height:1.2em;text-align:center;font-size:18px;color:black;font-weight:bold;padding-bottom:20px;\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\u003ctr\u003e\u003ctd style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/image.yes24.com\/goods\/117465026\/XL\" style=\"max-width:100%;height:auto\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\n\u003c\/tbody\u003e\u003c\/table\u003e\u003c\/center\u003e\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;{split_style6}padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e Description \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;word-break:break-all;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eBook Introduction\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e\u003cdiv\u003e This book will guide you through using variables, macros, and functions, and help you learn about object-oriented programming (OOP).\u003cbr\u003e We focus on building a gameplay framework and building the game step-by-step. Building on a first-person shooter (FPS) prototype, we create increasingly complex and powerful game experiences.\u003cbr\u003e We also create a complete game that goes beyond creating basic shooting functions to adding user interface elements and intelligent enemy behavior.\u003cbr\u003e\n\n\u003c\/div\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cul\u003e\u003cli\u003e You can preview some of the book's contents.\u003cbr\u003e \u003cspan\u003ePreview\u003c\/span\u003e\n\n\u003c\/li\u003e\u003c\/ul\u003e\u003c\/div\u003e\n\u003c\/div\u003e \",\"\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eindex\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e \u003cb\u003ePart 1.\u003cbr\u003e Blueprint Basics\u003cbr\u003e\u003c\/b\u003e \u003cbr\u003eChapter 1.\u003cbr\u003e Navigating the Blueprint Editor\u003cbr\u003e __Installing Unreal Engine\u003cbr\u003e Create a new project using the __ template\u003cbr\u003e __Blueprint Visual Scripting\u003cbr\u003e Open the ____level blueprint editor\u003cbr\u003e ____Creating a Blueprint Class\u003cbr\u003e __Blueprint Class Editor Interface\u003cbr\u003e ____Toolbar Panel\u003cbr\u003e ____Component Panel\u003cbr\u003e ____My Blueprint Panel\u003cbr\u003e ____Detail Panel\u003cbr\u003e ____Viewport Panel\u003cbr\u003e ____Event Graph Panel\u003cbr\u003e __Add a component to a blueprint\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 2.\u003cbr\u003e Blueprint Programming\u003cbr\u003e __Store a value in a variable\u003cbr\u003e __Defining Blueprint Behavior with Events and Actions\u003cbr\u003e ____event\u003cbr\u003e ____action\u003cbr\u003e ____Execution path\u003cbr\u003e Creating expressions using the __ operator\u003cbr\u003e ____arithmetic operator\u003cbr\u003e ____relational operator\u003cbr\u003e ____logical operator\u003cbr\u003e __Structure your script using macros and functions\u003cbr\u003e ____Creating a macro\u003cbr\u003e Create a ____ function\u003cbr\u003e ____Step-by-step example\u003cbr\u003e ____Macros vs. Functions vs. Events\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 3.\u003cbr\u003e Object-oriented programming and gameplay frameworks\u003cbr\u003e __Getting familiar with OOP concepts \u003cbr\u003e____class\u003cbr\u003e ____instance\u003cbr\u003e ____succession\u003cbr\u003e __Actor Management\u003cbr\u003e ____Actor Reference\u003cbr\u003e Spawning and destruction of ____actors\u003cbr\u003e ____Construction script\u003cbr\u003e __Exploring Gameplay Framework Classes\u003cbr\u003e ____phone\u003cbr\u003e ____character\u003cbr\u003e ____Player Controller\u003cbr\u003e ____Game Mode Base\u003cbr\u003e ____game instance\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 4.\u003cbr\u003e Understanding Blueprint Communication\u003cbr\u003e __Direct Blueprint Communication\u003cbr\u003e __Type conversion in blueprints\u003cbr\u003e __Level Blueprint Communication\u003cbr\u003e __Event Dispatcher\u003cbr\u003e __Event binding\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e\u003cbr\u003e \u003cb\u003ePart 2.\u003cbr\u003e Game development\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Chapter 5.\u003cbr\u003e Object Interaction Using Blueprints\u003cbr\u003e __Create a new project and level\u003cbr\u003e Add object to level __\u003cbr\u003e __Material Exploration\u003cbr\u003e ____Material Creation\u003cbr\u003e ____Material properties and nodes\u003cbr\u003e Adding a substance to the ____material\u003cbr\u003e __Create target blueprint\u003cbr\u003e ____Hit detection\u003cbr\u003e ____Material replacement\u003cbr\u003e ____Blueprint Improvements\u003cbr\u003e __Add move\u003cbr\u003e ____Change the actor's mobility and collision settings\u003cbr\u003e ____Share the goal\u003cbr\u003e Direction prepared for ____calculation \u003cbr\u003e____Gaining relative speed using delta time\u003cbr\u003e ____Update location\u003cbr\u003e __turnabout\u003cbr\u003e ____Moving Target Test\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 6.\u003cbr\u003e Player Ability Enhancement\u003cbr\u003e __Added run function\u003cbr\u003e ____Character Movement Analysis\u003cbr\u003e Customizing ____control input\u003cbr\u003e ____Added sprint ability\u003cbr\u003e __Apply animation to the zoomed view\u003cbr\u003e Smooth transitions using the ____timeline\u003cbr\u003e __Increased projectile speed\u003cbr\u003e __Added sound and particle effects\u003cbr\u003e Change the state of the target through the ____ branch\u003cbr\u003e ____Triggers for sound effects, explosions and destruction\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 7.\u003cbr\u003e Creating screen UI elements\u003cbr\u003e Creating a Simple UI Meter Using __UMG\u003cbr\u003e ____Drawing shapes with widget blueprints\u003cbr\u003e Customizing the appearance of ____meters\u003cbr\u003e ____Create ammo and target removal counts\u003cbr\u003e ____HUD output\u003cbr\u003e __Connect UI value to player variable\u003cbr\u003e ____Creating bindings for health and stamina\u003cbr\u003e ____Create text bindings for ammo and target removal counters\u003cbr\u003e __Ammunition and target removal tracking \u003cbr\u003e____Ammo counter decreases\u003cbr\u003e ____Target removal counter increased\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 8.\u003cbr\u003e Create constraints and gameplay goals\u003cbr\u003e __Player Action Limits\u003cbr\u003e ____Stamina consumption and regeneration\u003cbr\u003e ____Prevent firing action when out of ammo\u003cbr\u003e __Creating a collectible object\u003cbr\u003e __Setting game play victory conditions\u003cbr\u003e ____Show target on HUD\u003cbr\u003e ____Creating a Victory Menu Screen\u003cbr\u003e ____WinMenu display\u003cbr\u003e ____Victory Trigger\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e\u003cbr\u003e \u003cb\u003ePart 3.\u003cbr\u003e Improvements to the game\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Chapter 9.\u003cbr\u003e Creating Smart Enemies with AI\u003cbr\u003e __Enable the enemy actor to explore\u003cbr\u003e Import from ____Marketplace\u003cbr\u003e ____Expand play area\u003cbr\u003e ____Creating a movable level with NavMesh assets\u003cbr\u003e ____AI asset creation\u003cbr\u003e ____BP_EnemyCharacter Blueprint Setup\u003cbr\u003e __Creating a navigation action\u003cbr\u003e ____Patrol point setting\u003cbr\u003e ____Creating a Blackboard Key\u003cbr\u003e Create a variable in ____BP_EnemyCharacter\u003cbr\u003e ____Update current patrol point key\u003cbr\u003e ____Patrol point overlap\u003cbr\u003e ____Behavior tree execution in AI controller \u003cbr\u003e____Teaching AI to Walk with Behavior Trees\u003cbr\u003e Select patrol point for ____BP_EnemyCharacter instance\u003cbr\u003e __Make AI track the player\u003cbr\u003e ____Give vision to enemies by detecting the phone\u003cbr\u003e ____Creating a Behavior Tree Task\u003cbr\u003e ____Add a condition to the behavior tree\u003cbr\u003e ____Creating a tracking behavior\u003cbr\u003e __outline\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 10. AI Enemy Upgrades\u003cbr\u003e Create a __enemy attack\u003cbr\u003e ____Creating an attack task\u003cbr\u003e ____Using the Attack task in a behavior tree\u003cbr\u003e ____Health Meter Update\u003cbr\u003e __Make enemies listen and investigate\u003cbr\u003e ____Add hearing to the behavior tree\u003cbr\u003e ____Creating variables and macros to update the Blackboard\u003cbr\u003e ____Interpret and store noise event data\u003cbr\u003e ____Add noise to player actions\u003cbr\u003e __To be able to destroy enemies\u003cbr\u003e __Spawn more enemies during gameplay\u003cbr\u003e Creating the ____BP_EnemySpawner Blueprint\u003cbr\u003e __Create enemy wandering behavior\u003cbr\u003e ____Identifying wandering points with custom tasks \u003cbr\u003e____Add wander to the behavior tree\u003cbr\u003e ____Final tuning and testing\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 11.\u003cbr\u003e Apply game state and finishing touches\u003cbr\u003e __Player death makes danger real\u003cbr\u003e ____ Defeat Screen Settings\u003cbr\u003e ____Display defeat screen\u003cbr\u003e __Generating round-based scaling with saved games\u003cbr\u003e ____Save game information using the SaveGame class\u003cbr\u003e ____Save game information\u003cbr\u003e ____Load game information\u003cbr\u003e ____Increase in target goals\u003cbr\u003e Create a transition screen to display between rounds\u003cbr\u003e ____If you win the current round, you will move to a new round\u003cbr\u003e __Pause the game and reset the save file\u003cbr\u003e ____Create a pause menu\u003cbr\u003e ____Resume game\u003cbr\u003e ____Reset Save File\u003cbr\u003e ____Pause Trigger\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 12.\u003cbr\u003e Build and Deploy\u003cbr\u003e __Optimize graphics settings\u003cbr\u003e __Set up the game so others can play\u003cbr\u003e __Packaging the game into a build\u003cbr\u003e __Build configuration and packaging settings\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e\u003cbr\u003e \u003cb\u003ePart 4.\u003cbr\u003e Advanced Blueprints\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Chapter 13.\u003cbr\u003e Data Structures and Flow Control \u003cbr\u003e__Exploring different container types\u003cbr\u003e ____arrangement\u003cbr\u003e ____set\u003cbr\u003e ____map\u003cbr\u003e __Looking at other data structures\u003cbr\u003e ____enumeration\u003cbr\u003e ____structure\u003cbr\u003e ____data table\u003cbr\u003e __Flow Control Node\u003cbr\u003e ____switch node\u003cbr\u003e ____Flip Flop\u003cbr\u003e ____sequence\u003cbr\u003e ____For Each Loop\u003cbr\u003e ____Do Once\u003cbr\u003e ____Do N\u003cbr\u003e ____Gate\u003cbr\u003e ____MultiGate\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 14.\u003cbr\u003e Math and Trace Nodes\u003cbr\u003e __World transformation and relative transformation\u003cbr\u003e __points and vectors\u003cbr\u003e Representation of ____vector\u003cbr\u003e Operations on ____vectors\u003cbr\u003e __Introducing Trace and Trace Features\u003cbr\u003e Tracking for ____objects\u003cbr\u003e Tracking through ____channel\u003cbr\u003e ____Shape Trace\u003cbr\u003e ____debug line\u003cbr\u003e ____Example of vector and trace nodes\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 15.\u003cbr\u003e Blueprint Tips\u003cbr\u003e __Blueprint Editor Shortcuts\u003cbr\u003e __Blueprint Best Practices\u003cbr\u003e ____Blueprint Responsibility\u003cbr\u003e ____Managing Blueprint Complexity\u003cbr\u003e __Using other blueprint nodes\u003cbr\u003e ____select\u003cbr\u003e ____teleport\u003cbr\u003e ____format text\u003cbr\u003e ____Math expression\u003cbr\u003e ____Set View Target with Blend\u003cbr\u003e ____AttachActorToComponent\u003cbr\u003e ____Enable Input and Disable Input\u003cbr\u003e ____Set Input Mode node\u003cbr\u003e __summation \u003cbr\u003e__Quiz\u003cbr\u003e Chapter 16. Introduction to VR Development\u003cbr\u003e __View Virtual Reality Templates\u003cbr\u003e __VRPawn Blueprint\u003cbr\u003e __Teleportation\u003cbr\u003e __Catch object\u003cbr\u003e Blueprint communication using the __interface\u003cbr\u003e Interacting with the __menu\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e\u003cbr\u003e \u003cb\u003ePart 5.\u003cbr\u003e Additional tools\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Chapter 17.\u003cbr\u003e Animation Blueprint\u003cbr\u003e __Animation Overview\u003cbr\u003e ____Animation Editor\u003cbr\u003e ____Skeleton and Skeletal Mesh\u003cbr\u003e ____Animation sequence\u003cbr\u003e ____Blend Space\u003cbr\u003e __Creating an Animation Blueprint\u003cbr\u003e ____Event Graph\u003cbr\u003e ____Animgraph\u003cbr\u003e __A look at state machines\u003cbr\u003e __Get the Animation Starter Pack\u003cbr\u003e __Add animation state\u003cbr\u003e ____Character Blueprint Modification\u003cbr\u003e ____Animation Blueprint Modification\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 18.\u003cbr\u003e Creating Blueprint Libraries and Components\u003cbr\u003e __Blueprint macro and function library\u003cbr\u003e ____Blueprint function library example\u003cbr\u003e ____Creating and testing the third function\u003cbr\u003e __Create an actor component\u003cbr\u003e ____Actor Component Test\u003cbr\u003e __Create a scene component \u003cbr\u003e__summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 19.\u003cbr\u003e Procedural generation\u003cbr\u003e Procedural generation using __construction scripts\u003cbr\u003e Create a script to add instances to level ____\u003cbr\u003e __Create a Blueprint Spline\u003cbr\u003e ____Spline Mesh Component\u003cbr\u003e __Editor Utility Blueprint\u003cbr\u003e ____Create Actor Action Utility\u003cbr\u003e __summation\u003cbr\u003e __Quiz\u003cbr\u003e Chapter 20.\u003cbr\u003e Creating a Product Configurator Using the A317 Variant Manager\u003cbr\u003e __Product Configurator Template\u003cbr\u003e __Variant Manager Panel and Variant Set\u003cbr\u003e __BP_Configurator Blueprint\u003cbr\u003e __UMG Widget Blueprint\u003cbr\u003e __summation\u003cbr\u003e __In conclusion\u003cbr\u003e __Quiz\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e \",\"\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eDetailed image\u003c\/b\u003e \u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cdiv\u003e\u003cimg src=\"https:\/\/image.yes24.com\/momo\/TopCate4166\/MidCate005\/416543587.jpg\" border=\"0\" alt=\"Detailed Image 1\"\u003e\u003c\/div\u003e\u003c\/div\u003e \",\"\u003cdiv\u003e\u003ch5\u003e \u003cb\u003ePublisher's Review\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e \u003cb\u003eWhat this book covers\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e - Understanding blueprint programming concepts\u003cbr\u003e - Create prototypes and rapidly iterate on new game mechanics\u003cbr\u003e - Building user interface elements and interactive menus\u003cbr\u003e - Manage the complexity of your game using advanced blueprint nodes \u003cbr\u003e- Explore all the features of the Blueprint Editor, such as the Components tab, Viewport, and Event Graph.\u003cbr\u003e - Understanding and exploring OOP concepts\u003cbr\u003e - Gameplay Framework\u003cbr\u003e - Virtual reality development work in UE Blueprints\u003cbr\u003e - Implement procedural generation and create product configurators\u003cbr\u003e\u003cbr\u003e \u003cb\u003eTarget audience for this book\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e This book is for anyone interested in developing games or applications with Unreal Engine 5.\u003cbr\u003e Even if you're new to game development or have no experience with Unreal Engine 5's Blueprint visual scripting system, you'll learn how to quickly and easily build complex game mechanics without writing any text code.\u003cbr\u003e\u003cbr\u003e \u003cb\u003eStructure of this book\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Chapter 1, \"Exploring the Blueprint Editor,\" covers the Blueprint Editor and all of the panels integrated into it.\u003cbr\u003e\u003cbr\u003e \u003cbr\u003eChapter 2, 'Blueprint Programming', explains the programming concepts used in Blueprints.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e Chapter 3, \"Object-Oriented Programming and Gameplay Frameworks,\" teaches OOP concepts and examines gameplay frameworks.\u003cbr\u003e\u003cbr\u003e Chapter 4, \"Understanding Blueprint Communication,\" explains the different types of blueprint communication that allow one blueprint to access information from another blueprint.\u003cbr\u003e\u003cbr\u003e Chapter 5, \"Object Interaction with Blueprints,\" covers how to create new objects that help build the world your game is set in.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e Chapter 6, \"Enhancing Player Abilities,\" explains how to use Blueprints to create new objects during gameplay and how to connect Blueprint actions to player control input.\u003cbr\u003e\u003cbr\u003e \u003cbr\u003eChapter 7, \"Creating UI Elements,\" demonstrates setting up a graphical user interface (GUI) that tracks the player's status, health, ammo, and current objective.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e Chapter 8, \"Creating Constraints and Gameplay Goals,\" explores how to constrain player abilities, define gameplay goals as levels, and track those goals.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e Chapter 9, \"Creating Smart Enemies with AI,\" is a crucial chapter that covers how to create enemy zombie AI that follows the player.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e Chapter 10, \"Upgrading AI Enemies,\" shows you how to create engaging experiences by modifying zombie AI to have states to give them a bit more intelligence.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e Chapter 11, \"Game State and Finishing Touches,\" adds the finishing touches needed to complete your game before it's ready for release.\u003cbr\u003e \u003cbr\u003eChapter 12, \"Building and Deploying,\" explains how to optimize graphics settings for optimal game performance and how to set up project information for deployment.\u003cbr\u003e\u003cbr\u003e Chapter 13, \"Data Structures and Flow Control,\" explains what data structures are and how they can be used to organize data in blueprints.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e Chapter 14, \"Math and Trace Nodes,\" covers some of the mathematical concepts necessary for 3D games.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e Chapter 15, \"Blueprint Tips,\" contains some tips for improving the quality of your Blueprints.\u003cbr\u003e\u003cbr\u003e Chapter 16, \"Introduction to VR Development,\" explains VR concepts and explores VR templates.\u003cbr\u003e\u003cbr\u003e Chapter 17, \"Animation Blueprints,\" covers the key elements of the Unreal Engine animation system, including skeletons, skeletal meshes, animation sequences, and blend spaces.\u003cbr\u003e\u003cbr\u003e \u003cbr\u003eChapter 18, \"Creating Blueprint Libraries and Components,\" shows you how to create Blueprint macro and function libraries using common functionality that can be used throughout your project.\u003cbr\u003e\u003cbr\u003e Chapter 19, \"Procedural Generation,\" shows several ways to automatically generate level content.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e Chapter 20, \"Variant Manager,\" explains how to create a product configurator using Variant Manager, an application used in the industry to attract consumers to specific products.\u003cbr\u003e 'Appendix and Quiz Answers' contains the answers to all quiz questions by chapter.\u003cbr\u003e\u003cbr\u003e \u003cb\u003eAuthor's Note\u003cbr\u003e\u003c\/b\u003e \u003cbr\u003eUnreal Engine's Blueprint visual scripting system not only allows designers to script their games, but also allows programmers to create primitives that designers can extend.\u003cbr\u003e\u003cbr\u003e Unreal Engine's Blueprint visual scripting system allows designers, as well as programmers, to script games by providing a foundational element that designers can extend.\u003cbr\u003e This book explores all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices.\u003cbr\u003e It also guides you through using variables, macros, and functions, and helps you learn about Object-Oriented Programming (OOP).\u003cbr\u003e Learn about the gameplay framework and how Blueprint communication allows you to access information from other Blueprints. \u003cbr\u003eIn subsequent chapters, we will focus on building a fully functional game step by step.\u003cbr\u003e Starting with a basic first-person shooter (FPS) template, each chapter builds on the prototype to create increasingly complex and robust game experiences.\u003cbr\u003e We then progress from building basic mecha shooters to more complex systems like user interface elements and intelligent enemy behavior.\u003cbr\u003e\u003cbr\u003e This book introduces how to use arrays, maps, enumerations, and vector operations, and introduces the elements necessary for VR game development.\u003cbr\u003e The first chapter explains how to implement procedure creation and how to write a product configurator.\u003cbr\u003e By the end of this book, you'll have the skills you need to create fully functional games and develop engaging experiences for your players.\u003cbr\u003e\u003cbr\u003e \u003cb\u003eTranslator's Note\u003cbr\u003e\u003c\/b\u003e \u003cbr\u003eThe present age is an age where content is created by utilizing existing tools rather than by creating authoring tools.\u003cbr\u003e We live in an era where it's crucial to produce higher quality, faster results.\u003cbr\u003e In the gaming industry, it has become important not to create a game engine, but to quickly create high-quality games that satisfy users' needs using a game engine.\u003cbr\u003e Epic Games' Unreal Engine is the most feature-rich and powerful engine for creating high-quality games.\u003cbr\u003e Getting the most out of this powerful Unreal Engine is no easy task.\u003cbr\u003e Because there is a huge barrier called programming.\u003cbr\u003e As a solution to this barrier, Epic Games offers Blueprint visual scripting.\u003cbr\u003e Even if you're not a programmer, you can quickly and easily create the results you want by visually implementing actions. \u003cbr\u003eFinally, I hope this book will be helpful to those studying Unreal Engine 5.\u003cbr\u003e\n\n\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e \"]\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e GOODS SPECIFICS \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eDate of issue:\u003c\/strong\u003e March 15, 2023\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003ePage count, weight, size:\u003c\/strong\u003e 620 pages | 188*235*35mm\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eISBN13:\u003c\/strong\u003e 9791161757285\u003c\/div\u003e\n\n\u003cdiv 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