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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