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Beginning
Unreal Engine 4
Blueprints Visual
Scripting
Using C++: From Beginner to Pro
—
Satheesh Pv
Beginning Unreal
Engine 4 Blueprints
Visual Scripting
Using C++: From
Beginner to Pro
Satheesh Pv
Beginning Unreal Engine 4 Blueprints Visual Scripting
Satheesh Pv
Mumbai, India
v
Table of Contents
vi
Table of Contents
Index�������������������������������������������������������������������������������������������������163
vii
About the Author
Satheesh Pv is a game programmer living in
Mumbai, India. He started his career as a game
developer in 2012 by making a first-person
multiplayer game with his brother and close
friend using the Unreal Development Kit.
Satheesh created Unreal X-Editor, an IDE
developed for UnrealScript, the native
scripting language of Unreal Engine 3. He
was selected by Epic Games as one of the
closed beta-testers for Unreal Engine 4 before
its public release. He is also a moderator at Unreal Engine forums and a
spotlight member and engine contributor.
ix
About the Technical Reviewer
Pranav Paharia is a game developer who
has worked on game technologies like
Cocos2dx, Unity3D, and Unreal Engine 4.
He has a bachelor’s degree in information
technology and a postgraduate degree in
game development. After realizing his die-
hard interest in games, he started his career
in game development by working for Indie
Game Studios making mobile games in many genres. One of the projects
he worked on, Song of Swords, won the NASSCOM 2013 People’s Choice of
the Year Award. He has worked on a variety of systems for games, including
gameplay, multiplayer, data pipelines, and cinematics. He is proficient
in C++ and C# and can work on any game technology to create mind-
boggling simulations. He is a self-taught programmer and designer.
Since 2013, Pranav has created simulations for single-player games,
multiplayer games, card games, VR games, AR simulations, serious
games, training simulations, and learning games. He has also worked
on a few game development books. With his vast experience in creating
simulations, he is now involved in solving real-life problems using the
latest technologies, such as creating architectural visualizations, VR
training systems, and medical data imaging for clients like DRDO India,
Zaha Hadid, Line Creative, and MediaMonks.
xi
About the Technical Reviewer
xii
Introduction
This book covers the basics of Unreal Engine, including Blueprints,
materials, and C++. It starts with downloading Unreal Engine using Epic
Games Launcher and using the GitHub version. From there, it moves
forward to Blueprint classes and the common classes, such as Game Mode,
Game State, Game Instance, and Player Controller. You learn about how to
add C++ and get a brief introduction to Unreal C++, materials, and physics.
At the end of the book, you make a small demo game extended from a first-
person template using Blueprints. In this demo game, you learn how to
add ammo and ammo pickup.
This book is primarily aimed at beginners who want to learn more
about the Engine, how a project is structured, Unreal Blueprints, and C++.
xiii
CHAPTER 1
Introduction to
Unreal Engine 4
Hello there, and welcome to this beginner’s guide to Unreal Engine 4.
Throughout this book, you learn about different aspects of Unreal
Engine 4, and you learn to create a sample game with the knowledge
you gain. In this chapter, you learn how to download Unreal Engine
through Epic Games Launcher and GitHub. After that, you learn how
a project is structured and become familiar with the Unreal Editor
interface.
© Satheesh Pv 2021 1
S. Pv, Beginning Unreal Engine 4 Blueprints Visual Scripting,
https://doi.org/10.1007/978-1-4842-6396-9_1
Chapter 1 Introduction to Unreal Engine 4
2
Chapter 1 Introduction to Unreal Engine 4
Near the ENGINE VERSIONS tab, you can see a + button, which allows
you to download and install any engine version you want.
3
Chapter 1 Introduction to Unreal Engine 4
4
Chapter 1 Introduction to Unreal Engine 4
After installing SourceTree, open the application. In the new tab, select
Add an account. In the new window, switch the hosting service to GitHub
and select the Refresh OAuth Token button. Once SourceTree has access
to your repos, you can select Unreal Engine repo from your repositories
list and then select Clone. This lets you choose a path to save the files.
Under Advanced Options, select the release branch and click the Clone
button.
Once cloning is done or after downloading the ZIP file, go to the
directory and double-click the Setup.bat file. (If you downloaded the ZIP
file, extract it first). You can include or exclude specific platforms by passing
the necessary flags in the Setup.bat file. For example, to exclude Mac and
iOS platforms on a Windows machine, you can run Setup.bat like this:
This ensures that any dependencies and files required for the
Mac and iOS platforms are skipped. Once Setup.bat finishes, run
GenerateProjectFiles.bat, which generates the UE4 solution file that you
can open in Visual Studio. After opening the solution file, you can see UE4
under the Engine folder in Solution Explorer. Right-click UE4 and select
Build. This starts the build process, which might take an hour or more to
compile, depending on your hardware.
5
Chapter 1 Introduction to Unreal Engine 4
Figure 1-3.
Let’s select Blank Project and click Next. On the next page, you are
prompted to either start a blank project or create one based on a template.
For our purposes, let’s select a blank template and click Next. This gives
you a project with no code or content and with the default settings. Finally,
the last page allows you to do basic configuration and name your project.
Let’s go through the Project Settings page shown in Figure 1-4.
6
Chapter 1 Introduction to Unreal Engine 4
Figure 1-4.
7
Chapter 1 Introduction to Unreal Engine 4
To create the project, click the Create Project button. This starts the
engine with an empty project ready for you to create.
P
roject Structure
Next, let’s look at the project folder you just created to see how a project is
structured. If you navigate to the project folder, you should see a structure
similar to the screenshot shown in Figure 1-5.
Figure 1-5. An example project (note that the project name might
differ)
8
Chapter 1 Introduction to Unreal Engine 4
9
Chapter 1 Introduction to Unreal Engine 4
Let’s go through the layout of the Unreal Editor as seen in Figure 1-6.
• The area labeled 1 is the toolbar. Here you can save the
current scene, open the Content Browser, access quick
settings, build lighting, Play In Editor, and so forth.
10
Chapter 1 Introduction to Unreal Engine 4
T he Toolbar
The toolbar is displayed right above the viewport. It provides easy access to
various editor commands.
11
Chapter 1 Introduction to Unreal Engine 4
Modes
The Modes panel switches between various tool modes for the editor. Each
mode panel can be switched by pressing Shift + 1 to 5.
12
Chapter 1 Introduction to Unreal Engine 4
Content Browser
The Content Browser is the heart of your project. All the assets that make
up your blockbuster game reside here. You can import supported file
types and create new assets like Blueprint, Materials, and Sequences.
The Content Browser allows you to favorite your assets and arrange them
in your own collections for quick access, which improves your workflow
significantly. So let’s look at them.
Favorites
You can assign any folder as favorites for quick access. Favorites is not
enabled by default. You can enable it by clicking View Options in the
bottom-right corner of the Content Browser and selecting Show Favorites.
The Favorites section is visible above the main Content folder.
13
Chapter 1 Introduction to Unreal Engine 4
Figure 1-7.
Collections
Collections allow you to organize your assets into separate collections. For
example, if you are making an open-world game, you can make different
collections for player buildings, urban buildings, objective buildings, quest
props, and so on. Each collection can have child collections, and assets can
be added or removed anytime. Removing an item from a collection does
not remove the actual asset because it is simply holding a reference inside
a collection. You can have the same asset in multiple collections and create
as many collections as you wish.
You can switch to Collections view by clicking the Switch to the
Collections view button in the Content Browser.
14
Chapter 1 Introduction to Unreal Engine 4
Figure 1-8.
15
Chapter 1 Introduction to Unreal Engine 4
Figure 1-9.
After creating a collection, you can drag and drop your assets into it.
You can view the number of items available inside a collection.
Figure 1-10.
16
Chapter 1 Introduction to Unreal Engine 4
As you can see in Figure 1-10, to remove an asset from a collection, you
must first select the collection, right-click the asset, and select Remove
From YourCollectionName. This removes the asset from the collection,
but it does not delete the asset.
D
etails
The Details panel contains the selected actor’s information and functions.
It displays all the transform controls and all the editable properties of
the specific actor. All the thumbnails in the Details panel can be double-
clicked to open in respective editors. For example, double-clicking a Static
Mesh thumbnail opens that mesh. Likewise, if you double-click a material
thumbnail, it opens that material in the Material Editor.
The Details panel also offers a search panel that filters properties
based on the text. When properties are modified, a small yellow arrow is
displayed next to it. This resets the property to its default value.
W
orld Outliner
The World Outliner displays all the actors in the current level. When a Play
In Editor session is active, it shows all the actors spawned for the current
game in yellow color. You can select any actor in the outliner, and the
details panel shows all properties related to that actor. Drag and drop is
also supported so you can drag an actor to another to attach it. Searching is
also supported with advanced options such as exact match and exclusion.
To exclude an item from search, append - to the search term; for
example, -table shows everything except for any actor containing the term
table.
To search for an exact item, append + to the search term; for example,
+table shows everything with the exact term table.
17
Chapter 1 Introduction to Unreal Engine 4
To search for an exact item using the full term, put the term inside
double quotes (""); for example, "lunch table" shows everything with the
exact term lunch table.
Viewport
The viewport is where you spend most of your time developing your
game. It is where you see the actual game, so understanding the viewport
is crucial for your development. Pressing the G key toggles the viewport
between game mode and editor mode. Game mode displays the scene as it
appears in the game by hiding all editor-related elements.
In addition to the maximized state of the viewport, Unreal Editor
provides an additional state called Immersive mode, which is activated
by pressing the F11 shortcut key or accessing the viewport options. When
activated, the viewport is maximized to the full extent of the window
containing the viewport panel.
18
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