Chapter 1:Object Interaction with Blueprints. Creating a project and the first level

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1 Chapter 1:Object Interaction with Blueprints Creating a project and the first level

2 Setting a template for a new project Making sense of the project settings Creating the project 2

3 Adding objects to our level Exploring materials Material Properties and Blueprint Nodes 3

4 4

5 Adding substance to our material 5

6 Creating our first Blueprint 6

7 Exploring the Event Graph panel 7

8 Detecting a hit 8

9 Swapping a material 9

10 Improving the Blueprint 10

11 Adding movement Changing actor mobility and collision 11

12 Storing data with variables Readying direction for calculations Getting relative speed using delta time 12

13 Translating existing location Updating location Changing direction 13

14 Chapter 2: Enhancing Player Abilities Adding the running functionality by extending a Blueprint Breaking down the Blueprint character movement 14

15 Customizing control inputs 15

16 Adding a sprint ability 16

17 Animating a zoom view 17

18 Using a timeline to smooth transitions 18

19 Increasing the projectile's speed 19

20 Adding sound and particle effects Giving our targets state with branches 20

21 Triggering sound effects, explosions, and destruction 21

22 22

23 Chapter 3: Creating Screen UI Elements Creating simple UI meters with UMG Drawing shapes with widget Blueprints 23

24 Customizing the meter's appearance Creating ammo and enemy counters 24

25 Displaying the HUD 25

26 Connecting UI values to player variables Creating bindings for health and stamina 26

27 Making text bindings 27

28 Tracking the ammo and eliminated targets Reducing the ammo counter Increasing the targets eliminated counter 28

29 Chapter 4: Creating Constraints and Gameplay Objectives Constraining player actions Draining stamina while sprinting 29

30 Using looping timers to repeat actions 30

31 Blocking actions with branch Regenerating stamina Preventing firing actions when out of ammo 31

32 Creating collectable objects Setting up collection logic 32

33 33

34 Setting a gameplay win condition Displaying a target goal in the HUD Creating a WinMenu 34

35 Displaying the menu Triggering a win 35

36 Chapter 5: Making Moving Enemies with AI Setting up the enemy actor to navigate Expanding the play area Making the level traversable with a Nav Mesh 36

37 Creating navigation behavior Setting up patrol points Enabling communication between assets 37

38 38

39 Teaching our AI to walk with the Behavior Tree 39

40 Making the AI chase the player Giving the enemy sight with Pawn Sensing 40

41 Adding conditions to the Behavior Tree 41

42 Creating chasing behavior 42

43 Chapter 6: Upgrading the AI Enemies Creating an enemy attack Making an attack task 43

44 Updating the health meter 44

45 Making enemies listen to and investigate sounds Adding hearing to the Behavior Tree Seeding the investigating tasks 45

46 Interpreting and storing the noise event data 46

47 Adding noise to the player's actions 47

48 Making the enemies destructible Saving time by reusing existing Blueprint content 48

49 49

50 Spawning more enemies while the game is playing Managing spawn rates and limits with variables 50

51 Spawning new enemies in the Level Blueprint 51

52 52

53 Creating wandering behavior for the enemies Identifying a wander point with a custom task Adding wandering to the Behavior Tree 53

54 54

55 Chapter 7: Tracking Game States and Finishing Touches Setting up a lose screen 55

56 56

57 Creating round-based scaling with Save Games Storing game information using a SaveGame object Storing and loading the saved data when starting the game 57

58 58

59 Increasing the enemy target goal 59

60 Create a transition screen to show between rounds Transitioning to new round when current round is won 60

61 Pausing the game and resetting the save file Creating a pause menu Resuming and resetting the save 61

62 Triggering the pause menu 62

63 Chapter 8: Building and Publishing Optimizing your graphics settings Setting up our game to be played by others 63

64 64

65 65

66 Packaging the game into a build 66

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