I had to go through blueprints in Unreal Engine to get the gist of how programming and functions work.
I had 6 lectures worth of blueprints to go through:~
1. Introduction to Blueprints
The first exercise introduces us to the blueprints in Unreal Engine 4.
Goals:
The goals of this lecture are to • Introduce Blueprints • Explain the Blueprint Editor interface • Demonstrate how to create Blueprint classes • Introduce the concept of parent-child inheritance • Show how to place nodes in the Event Graph • Explain the Blueprint graph execution
Outcomes
By the end of this lecture you will be able to • Create Blueprint classes in the Editor • Differentiate between Level Blueprints and Blueprint classes • Place nodes in the Event Graph • Understand the basic concept of parent-child inheritance • Understand the execution flow of a Blueprint
2. Basic Blueprint Programming Concepts
The second exercise covers: variables, operators, functions, events and macros and program flow.
Goals:
The goals of this lecture are to • Demonstrate how to create variables and modify their properties • Show how to use arithmetic, relational, and logical operators • Present functions, custom events, macros, and their differences • Introduce program flow
Outcomes:
By the end of this lecture you will be able to • Create variables using the correct type for each situation • Create expressions using operators • Understand when to use functions, custom events, or macros • Use some basic nodes that control the program flow
3. Building and Using Actor Classes
The third exercise covers: components, construction scripts, events, actor instances, player input.
Goals:
The goals of this lecture are to • Show how to add components to a Blueprint • Introduce the Construction Script • Present various types of events • Demonstrate how to spawn, destroy, and reference Actor instances • Show how to do input mappings
Outcomes:
By the end of this lecture you will be able to • Add various types of components to a Blueprint • Manage Actor instances • Create collision and mouse events • Create input events and map keys and axes
4. UE4 Gameplay Framework Classes
The fourth exercise covers common classes, game mode, assigning game modes, game and player states, player controller, pawn, HUD.
Goals:
The goals of this lecture are to • Identify the Gameplay Framework classes • Present the Game Mode class and its default classes • Explain the Player Controller and Player State classes • Present the Pawn class and some subclasses • Introduce the Game Instance and Game Session classes
Outcomes:
By the end of this lecture you will be able to • Identify the common classes of the Gameplay Framework • Understand the relationship between the Game Mode and Game State • Understand the relationship between the Player Controller and Player State • Know how to possess a Pawn using a Controller • Draw simple information using the HUD class
5. Simple Game Example
The fifth exercise covers game classes, HUD, game rules, game mode blueprints, being play on an asset, setting game modes.
Goals:
The goals of this lecture are to • Implement a simple game • Show how to use a Game Mode class to define the rules of a game • Provide examples of how to use macros, custom events, and functions • Demonstrate the use of Timers in a game
Outcomes:
By the end of this lecture you will be able to • Convert the rules of a game into Blueprint code • Organize code into macros, custom events, and functions • Draw some information using the HUD class • Define Timers using functions or custom events
6. Advanced Blueprint Concepts 1
Goals:
• Show how to use structures • Present the array, set, and map containers • Show how to use enumerations • Introduce data tables • Present latent functions • Explain the functions used to save and load data
Outcomes:
• Use structures and enumerations • Use containers to organize data • Use latent functions • Implement a basic save/load system
Cade-Mason
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