In this game development course, you'll learn all about Unreal Engine's Blueprint Scripting system. This embedded set of tools inside the editor allows ANYONE to create functional gameplay using a visual, node-based approach. This course will cover all the essential concepts, skills, and language to get you started creating your own amazing gaming projects.
This course contains 113 fun-to-follow video lessons. Topics covered include how to...
In this game development course, you'll learn all about Unreal Engine's Blueprint Scripting system. This embedded set of tools inside the editor allows ANYONE to create functional gameplay using a visual, node-based approach. This course will cover all the essential concepts, skills, and language to get you started creating your own amazing gaming projects.
This course contains 113 fun-to-follow video lessons. Topics covered include how to...
Setup a Project inside the Unreal Engine
Navigate the Blueprint Editor
Use the Event Graph to add functionality to a Blueprint
Use the Construction Script to make Procedural Content
Create / add / use Object References
Create / add / use Events
Create / add / use Variables
Ways to Get & Set
Create Single, Array, Set, or Map Variables
Create / add / use Functions
Create Custom Functions
Create a Function Library
Create / add / use Macros
Create Custom Macros
Create a Macro Library
Add / use Flow Control nodes
Identify Blueprint Types
Class Blueprints
Level Blueprints
Use different Blueprint Communication methods
Casting
Direct Communication
Event Dispatchers
Blueprint Interfaces
Identify and setup the different "Framework" Blueprints in your Project Settings
Game Mode
Pawn
Player Controller
Game Instance
Use Inheritance to Create Child Class Blueprints
Compile Blueprints
Debug Blueprints
Utilize Blueprint Productivity Hacks
With the knowledge gained in these video lessons, you will have the necessary skills to start creating your OWN custom scripts for your OWN gaming projects.
Please do not hesitate to share your creations with me. I love to show off student projects in promotional emails.
In this video we'll briefly cover what you'll be learning in this course and how the course is structured.
THIS LESSON TEACHES HOW TO...
Navigate the Course
In this video we'll cover where and how to Download and Install the Unreal Engine.
THIS LESSON TEACHES HOW TO...
Download & Install the Epic Games Launcher
Install the Unreal Engine
In this video we'll create our Unreal Engine Project. During this process, we'll decide what type of project we'd like to make, what template we'd like to start from, and what assets we'd like to include to get us started.
THIS LESSON TEACHES HOW TO...
Create a Project
ASSETS ADDED / CREATED / EDITED...
Project: BlueprintScripting
In this video we'll define what Blueprints are in Unreal and show off a common example of one found in games.
THIS LESSON TEACHES HOW TO...
Create an "Actor" Class Blueprint
Write Script in a Class Blueprint
Create Content Browser Folders
Save a Level
ASSETS ADDED / CREATED / EDITED...
Actor Class Blueprint: BP_ExamplePickup
Level: LV_TestMap
In this video we're going to add components to our Blueprint in order to further explore the Components Panel.
THIS LESSON TEACHES HOW TO...
Add Blueprint Components
Attach / Detach Blueprint Components
In this video we'll learn about the Viewport Tab inside of an (Actor Class) Blueprint. Through this tab, you can visual (and move around) the various Components that make up your Blueprint.
THIS LESSON TEACHES HOW TO...
Hide / Show the Viewport Tab
Transform Components in Viewport Tab
In this video we'll learn about the Details Panel inside of a Blueprint. This area is used to set numerous values and other properties that define your Blueprint.
THIS LESSON TEACHES HOW TO...
Hide / Show the Details Panel
View Details of Differing Blueprint Parts
In this video we'll learn about the My Blueprint Panel inside of a Blueprint. This area allows you to create Variables, Functions, and Macros (among other things) that can be utilized by your Blueprint.
THIS LESSON TEACHES HOW TO...
Hide / Show the My Blueprint Panel
Create Variables, Functions, and Macros
In this video we'll learn about the Event Graph inside of a Blueprint. This is the area of a Blueprint where functionality specific to the blueprint can be scripted.
THIS LESSON TEACHES HOW TO...
Hide / Show the Event Graph
Navigate Event Graph
In this video we'll learn about the Construction Script inside of a Blueprint. This is the area of a Blueprint where you can create script that'll execute during the Construction of a Blueprint (NOT at runtime)! This is the graph to use if wanting to create Blueprints with robust variety built into it....something perfectly suited for Procedural Content.
THIS LESSON TEACHES HOW TO...
Create an "Actor" Class Blueprint
Utilize the Construction Script for Procedural Content
Utilize the Construction Script for Actor Variety
ASSETS ADDED / CREATED / EDITED...
Actor Class Blueprint: BP_ExConstructScript
In this video we'll learn what a Class Blueprint is and how to create one.
THIS LESSON TEACHES HOW TO...
Create a Class Blueprint
In this video we'll learn what a Level Blueprint is and how to access it. Additionally, we'll point out how the Level Blueprint differs from a Class Blueprint.
THIS LESSON TEACHES HOW TO...
Set Asset Editor Open Location (in Editor Preferences)
Access the Level Blueprint
Create / Save a Sub Level
Access a Sub Level Blueprint
Reference Actors in a Level or Sub Level
ASSETS ADDED / CREATED / EDITED...
Level: Sub_Level_01
In this video we'll learn to identify common node types found in Blueprint Scripting such as Events, Functions, and Variables.
THIS LESSON TEACHES HOW TO...
Identify different node types
In this video we'll learn what the difference is between the two types of pins to be found on scripting nodes: Execution Pins & Data Pins.
THIS LESSON TEACHES HOW TO...
Identify Execution Pins from Data Pins
Identify Input Pins from Output Pins
In this video we'll learn ways to connect, disconnect, and move Execution and Data wires.
THIS LESSON TEACHES HOW TO...
Identify Execution Wires from Data Wires
Visualize the Flow of Execution
Connect, Disconnect, Move Execution & Data Wires
In this video we'll learn tips and tricks on how to organize our nodes so that we can improve our efficiency as well as the readability of our scripts.
THIS LESSON TEACHES HOW TO...
Utilize Node Alignment Options
Create Reroute Nodes
Create Node Comments
Create Script Comments
In this video we'll learn how to create References to objects inside of our Level Blueprint during "Design Time". That is, how to create references to objects that already exist. This is desirable when wanting to write script that will affect that object in some way.
THIS LESSON TEACHES HOW TO...
Create Object References inside a Level Blueprint during Design Time
Find References to Objects inside of a Level Blueprint
In this video we'll learn how to create References to objects inside of our Level Blueprint during "Run Time". These references can be created and stored inside of a Variable WHILE the game is live. This can be desired when wanting to affect what happens to an item or enemy that gets spawned in, for example.
THIS LESSON TEACHES HOW TO...
Create an Object Reference inside a Level Blueprint during Run Time using a "Spawn" Function
Create an Object Reference inside a Level Blueprint during Run Time using an "Overlap" Event
Create Object References inside a Level Blueprint during Run Time using a "Get All Actors of Class" Function
In this video we'll learn how to create References to objects that exist in a level inside of a Class Blueprint during "Design Time". In doing so, we can affect what happens to that object reference with script written inside of our Class Blueprint.
THIS LESSON TEACHES HOW TO...
Create an Actor Class Blueprint
Create an Ambient Sound Variable
Enable "Instance Editing" on a Variable
Find Content Browser Assets using Filters
Assign Objects in a Level to Variables in a Class Blueprint
ASSETS ADDED / CREATED / EDITED...
Actor Class Blueprint: BP_LV_Settings
In this video we'll learn how to create References to objects that exist in a level inside of a Class Blueprint during "Run Time". In doing so, we can affect what happens to that object reference with script written inside of our Class Blueprint.
THIS LESSON TEACHES HOW TO...
Add a Blueprint Component
Create an Object Reference inside a Class Blueprint during Run Time using a Line Trace Function
In this video we'll learn how to create References to objects by Casting. Casting can be done inside of Level and Class Blueprints.
THIS LESSON TEACHES HOW TO...
Spawn Player using "Player Start" Actor
Create an Object Reference from a "Cast To" Node
In this video we'll learn how to create a Widget Blueprint reference. Widget Blueprints are used to create things like in-game HUDs and menu screens. Having a reference to a widget blueprint (so you can alter things inside of these assets) is a critical skill to know in Unreal.
THIS LESSON TEACHES HOW TO...
Create a Widget Blueprint Asset
Create a Widget Blueprint Reference
ASSETS ADDED / CREATED / EDITED...
Widget Bluperint: WBP_HUD
In this video we'll learn how to apply a Tag to an object, how to create a reference to an object using Tags, and then how to affect objects in some way by utilizing those Tags.
THIS LESSON TEACHES HOW TO...
Add Tags to an Object
Find Objects using Tags
Create Object References using Tags
Affect Referenced Objects using Tags
In this video we'll learn about the Begin Play event. This event is fired off the moment a game session starts up and is useful for running script at the outset of a game as well as "initializing" Variables.
THIS LESSON TEACHES HOW TO...
Add or Find Event Begin Play
Make Use of Event Begin Play
In this video we'll learn about the Tick event. This event is fired every frame and can be useful for monitoring the status of actor(s).
THIS LESSON TEACHES HOW TO...
Add or Find Event Tick
Modify Event Tick Settings
Make Use of Event Tick
In this video we'll learn about Input events. Input events can be triggered by many input devices! Gamepad, keyboard, mouse, motion, and touch inputs can ALL be recognized to fire off actionable scripts capable of making things happen (such as having your character sprint or jump as well as swing a sword or cast a spell).
THIS LESSON TEACHES HOW TO...
Add Input Events
Create Input Action Mappings
Make Use of Input Events
In this video we'll learn about Axis events. These events fire every frame and are great for reading in analog (thumbstick) type inputs to determine things like how fast a character moves or how quickly our game camera rotates.
THIS LESSON TEACHES HOW TO...
Add Axis Events
Create Input Axis Mappings
Make Use of Axis Events
In this video we'll learn about Begin Overlap events. This event is fired when an actor, that is, any object, overlaps with a defined area of space. This is one of the most commonly used events in all of gaming and is useful for triggering sound effects, visual effects, spawns, or various types of interactions.
THIS LESSON TEACHES HOW TO...
Add a Trigger Volume
Add Begin Overlap Event
Make Use of a Begin Overlap Event
In this video we'll learn about End Overlap events. This event is fired when an actor STOPS overlapping a defined area of space. This can be useful for things such as stopping a player from receiving damage over time or perhaps stopping the level music from playing before a big boss fight.
THIS LESSON TEACHES HOW TO...
Add End Overlap Event
Make Use of an End Overlap Event
In this video we'll learn about Begin Cursor Over events. This event is extremely useful when you want something to happen whenever your mouse cursor is hovering over an object in the world. Possible use cases include showing the player an interact prompt, making an item glow, or firing off a sound effect whenever a given actor has the mouse cursor over it.
THIS LESSON TEACHES HOW TO...
Create an Actor Class Blueprint
Add Begin Cursor Over Event
Make Use of a Begin Cursor Over Event
Create a Player Controller Blueprint
Assign a Player Controller Blueprint in Project Settings
Show the Mouse Cursor
Enable Mouse Over Events
ASSETS ADDED / CREATED / EDITED...
Actor Class Blueprint: BP_MouseEvents
Player Controller Blueprint: BP_PlayerController
In this video we'll learn about End Cursor Over events. Many times after you've moused over an object to make something happen to it, you want that object to return back to its normal state whenever you end your mouse over.
THIS LESSON TEACHES HOW TO...
Add End Cursor Over Event
Make Use of an End Cursor Over Event
In this video we'll learn about On Clicked events. With this event, you can make something happen to an object whenever you click on it. This video shows you how to enable that functionality.
THIS LESSON TEACHES HOW TO...
Add On Clicked Event
Make Use of an On Clicked Event
In this video we'll learn about On Released events. With this event, you can make something happen to an object whenever you STOP clicking on an object (you release the button). This video shows you how.
THIS LESSON TEACHES HOW TO...
Add On Clicked Event
Make Use of an On Clicked Event
In this video we'll learn about Hit events. Hit events are useful for making things happen (spawning particles or firing off sounds, for example) when 2 objects collide.
THIS LESSON TEACHES HOW TO...
Create an Actor Class Blueprint
Add Actor Hit Event
Add Hit Event
Add Component Hit Event
Make Use of various Hit Events
ASSETS ADDED / CREATED / EDITED...
Actor Class Blueprint: BP_EventHit
In this video we'll learn about the Any Damage event. You can use this event in combination with the "Apply Damage" function to cause damage to an actor of your choosing.
THIS LESSON TEACHES HOW TO...
Call / Use the Apply Damage Function
Add Event Any Damage
Make Use of Event Any Damage
In this video we'll learn about the Point Damage event. You can use this event in combination with the "Apply Point Damage" function to cause damage to an actor of your choosing. This is great to use for damage caused by projectiles.
THIS LESSON TEACHES HOW TO...
Call / Use the Apply Point Damage Function
Add Event Point Damage
Make Use of Event Point Damage
In this video we'll learn about the Radial Damage event. You can use this event in combination with either "Apply Radial Damage" function to cause damage (with falloff!) to an actor of your choosing. This is great to use for damage caused by explosions.
THIS LESSON TEACHES HOW TO...
Call / Use the Apply Radial Damage Function
Add Event Radial Damage
Make Use of Event Radial Damage
In this video we'll learn about the Destroyed event. This event can be used to spawn effects or item drops whenever a given actor is destroyed.
THIS LESSON TEACHES HOW TO...
Call / Use the Destroy Actor Function
Add Event Destroyed
Make Use of Event Destroyed
In this video we'll learn about Custom Events. Custom Events are events you create and call (trigger them to fire) whenever you like. Custom Events are useful when wanting to create wireless networks WITHIN blueprints or when wanting to communicate BETWEEN blueprints.
THIS LESSON TEACHES HOW TO...
Create Custom Events
Call Custom Events in Scripts
Use Custom Events to Communicate Between Blueprints
Call Custom Events from the Editor
In this video we'll learn what Variables are, how to create them, and how / why we'd want to access or modify them in some way.
THIS LESSON TEACHES HOW TO...
Create Variables
Access Variables
Modify Variables
In this video we'll learn how to create and make use of a Boolean Variable. Booleans hold TRUE / FALSE data and is often used along with a Branch node in order to determine if something happens or not.
THIS LESSON TEACHES HOW TO...
Create a Boolean Variable
Use a Boolean Variable
In this video we'll learn how to create and make use of an Integer Variable. Integers hold whole number data and is often used in scripting to drive logic by comparing a given Integer value against another number.
THIS LESSON TEACHES HOW TO...
Create an Integer Variable
Create an Integer 64 Variable
Use an Integer Variable
In this video we'll learn how to create and make use of a Float Variable. Floats hold decimal values and are often used in scripting to hold time values or to represent a percentage between 0.0 (0%) and 1.0 (100%).
THIS LESSON TEACHES HOW TO...
Create a Float Variable
Use a Float Variable
In this video we'll learn how to create and make use of a Name Variable. A Name variable is a piece of text used to identify something within a game. Here, we'll show how to use Name variables to transport to a new level and to attach a prop to a socket.
THIS LESSON TEACHES HOW TO...
Create a Name Variable
Use a Name Variable
In this video we'll learn how to create and make use of a String Variable. Strings are useful when you want to modify text in some way while the game is running as there are many built-in functions in Unreal for handling such operations.
THIS LESSON TEACHES HOW TO...
Create a String Variable
Use a String Variable
In this video we'll learn how to create and make use of a Text Variable. Text variables should be used for any pieces of text you want a user to see in your game. Text variables can be "localized" (that means translated) into other languages as well.
THIS LESSON TEACHES HOW TO...
Create a Text Variable
Use a Text Variable
In this video we'll learn how to create and make use of a Vector Variable. Vector variables can be used to define a point in 3D space or an RGB color value. They're perfect to use for specifying actor spawn points as well as start and end locales for actors that move.
THIS LESSON TEACHES HOW TO...
Create a Vector Variable
Use a Vector Variable
In this video we'll learn how to create and make use of a Rotator Variable. Rotator variables hold rotational information and can be used to set the rotation of an object. We'll use one in this video to create a door that rotates open.
THIS LESSON TEACHES HOW TO...
Create a Rotator Variable
Use a Rotator Variable
ASSETS ADDED / CREATED / EDITED...
Actor Class Blueprint: BP_RotatingDoor
In this video we'll learn how to create and make use of a Transform Variable. Transform variables hold location, rotation, and scale data. These are extremely useful for specifying player or enemy spawn locations and rotations.
THIS LESSON TEACHES HOW TO...
Create a Transform Variable
Use a Transform Variable
In this video we'll learn how to create and make use of a Actor Variable. With an actor variable, you can set the contents to a variety of different objects such as lights, static meshes, or blueprint actors.
THIS LESSON TEACHES HOW TO...
Create an Actor (Object) Variable
Use an Actor (Object) Variable
In this video we'll learn about some important concepts and options related to variables. These include how to "Initialize" a variable, how to specify if a variable is "Public" or "Private", and how to expose it when spawned.
THIS LESSON TEACHES HOW TO...
Initialize a Variable
Specify if a Variable is Public or Private
Expose a Variable on Spawn
In this video we'll learn how to allow a variable to be exposed to cinematics.
THIS LESSON TEACHES HOW TO...
Expose a Variable to Cinematics
In this video we'll learn some tips & tricks to work more efficiently with variables. These include ways to get and set variables, how to promote variables, and how to put variables into named categories.
THIS LESSON TEACHES HOW TO...
Get & Set Variables
Promote Variables
Create Variable Categories
Create Variable Tooltips
Change Variable Types
In this video we'll learn what Functions are, where you can find (or create) them, and provide a few examples of commonly used functions in Unreal.
THIS LESSON TEACHES HOW TO...
Access Functions
In this video we'll learn about Functions that target an Actor. To find these functions, simply drag a wire out of an actor reference node and ensure you have "Context Sensitive" turned on.
THIS LESSON TEACHES HOW TO...
Access & Demo Functions that Target an Actor
In this video we'll learn about Functions that target a Blueprint Class. To find these functions, simply drag a wire out of an actor reference node and ensure you have "Context Sensitive" turned on.
THIS LESSON TEACHES HOW TO...
Access & Demo Functions that Target a Blueprint Class
In this video we'll learn about Functions that target a Blueprint Component. To find these functions, simply drag a wire out of a component reference node and look in the Details Panel for properties you might want to modify.
THIS LESSON TEACHES HOW TO...
Access & Demo Functions that Target a Blueprint Component
In this video we'll learn where and how Functions can be created. Custom made functions can be created in both Class and Level Blueprints.
THIS LESSON TEACHES HOW TO...
Create Functions inside a Class Blueprint
Create Functions inside a Level Blueprint
Add Inputs / Outputs to a Function
In this video we'll learn how to call Functions inside of both Class and Level Blueprints.
THIS LESSON TEACHES HOW TO...
Call Functions inside a Class Blueprint
Call Functions inside a Level Blueprint
In this video we'll learn how to collapse a series of blueprint nodes into a Function. This is a super handy trick to utilize whenever you find yourself duplicating some series of nodes in many different parts of your graph.
THIS LESSON TEACHES HOW TO...
Create a Camera Shake Class Blueprint
Collapse Nodes into a Function
Add Inputs / Outputs to a Function
ASSETS ADDED / CREATED / EDITED...
Camera Shake Base Blueprint Class: BP_CameraShake
In this video we'll learn how to spot and know the different between Pure Functions and Impure Functions in Unreal.
THIS LESSON TEACHES HOW TO...
Spot / Know Differences between Pure and Impure Functions
Designate a Function as Pure or Impure
In this video we'll learn how to create a Function Library in Unreal. By creating a Function Library, you can create and have access to functions from any blueprint graph. Function Libraries are a great place to house functions that have a lot of utility throughout your project.
THIS LESSON TEACHES HOW TO...
Create a Function Library
Create / Access / Use Functions from Function Library
ASSETS ADDED / CREATED / EDITED...
Function Library Class Blueprint: MY_FUNCTIONS
In this video we'll learn what a Local Variable is, how to create and use one, and how it differs from Class Variables.
THIS LESSON TEACHES HOW TO...
Create / Access / Use Local Variables
In this video we'll learn how to Debug a Function, Create Function Keywords, Compact a Function Node, Declare Function Access Specifiers, Call a Function from the Editor, and Convert a Function to an Event.
THIS LESSON TEACHES HOW TO...
Debug a Function
Create Searchable Function Keywords
Compact Function Nodes
Declare Function Access Specifiers (Public, Protected, Private)
Call Functions from the Editor
Convert Functions to an Event
In this video we'll learn what Macros are, where you can find (or create) them, and examine a few examples of commonly used macros in Unreal.
THIS LESSON TEACHES HOW TO...
Access Macros
Identify Similarities & Differences between Macros & Functions
In this video we'll learn where and how a Macro can be created. Custom made macros can be created in both Class and Level Blueprints.
THIS LESSON TEACHES HOW TO...
Create a Macro
Add Inputs / Outputs to a Macro
In this video we'll learn how to collapse a series of blueprint nodes into a Macro to reduce the amount of node clutter in your scripts.
THIS LESSON TEACHES HOW TO...
Collapse Nodes into a Macro
In this video we'll learn how to create a Macro Library in Unreal. By creating a Macro Library, you can create and have access to macros that share the same parent blueprint class. Macro Libraries are a great place to house functions that have a lot of utility throughout your project.
THIS LESSON TEACHES HOW TO...
Create a Macro Library
Create / Access / Use Macros from Macro Library
ASSETS ADDED / CREATED / EDITED...
Macro Library (Character Class) Blueprint: MY_CHARACTER_MACROS
In this video we'll learn how to create and use an Array. An Array is a type of variable container. Arrays consist of a list of elements that all share the same data type and are useful for storing and referencing data that belongs together.
THIS LESSON TEACHES HOW TO...
Create / Use an Array Variable Container
In this video we'll learn how to create and use a Set. A Set is a type of variable container. Sets consist of a list of elements that all share the same data type and are useful storing unique data entries in an unordered, but efficient, manner.
THIS LESSON TEACHES HOW TO...
Create / Use a Set Variable Container
In this video we'll learn how to create and use a Map. A Map is a type of variable container than consists of a Key-Value pair of data types. Such a container is great for holding an inventory list with the item name serving as the "key" and the amount held serving as the "value".
THIS LESSON TEACHES HOW TO...
Create / Use a Map Variable Container
ASSETS ADDED / CREATED / EDITED...
Actor Class Blueprint: BP_ManaPotion
In this video we'll learn how to create and use an Enum (Enumeration). An Enumeration is a list of named values. With these, we can easily drive logic within our scripts by setting and getting our Enum variable data.
THIS LESSON TEACHES HOW TO...
Create / Use an Enumeration (Enum) Asset
ASSETS ADDED / CREATED / EDITED...
Enumeration: E_HealthStatus
In this video we'll learn how to create and use a Struct (Structure). A Struct can be thought of as a container that can hold lots of other variables inside of it. These variables need not be of the same data type. Structs are often used to group together variables that "go together" in some way (useful for things like Character, Spell, or Weapon attributes).
THIS LESSON TEACHES HOW TO...
Create / Use Structure (Struct) Asset
ASSETS ADDED / CREATED / EDITED...
Structure: STR_Spells
Enumeration: E_SpellTypes
Enumeration: E_SpellElements
In this video we'll learn what Flow Control nodes are and their intended use within blueprint scripting.
THIS LESSON TEACHES HOW TO...
Identify and Access Flow Control nodes
In this video we'll learn how to use a Branch node. Branches take incoming boolean (true / false) condition(s) and then execute out of the appropriate outpin pin based upon this data.
THIS LESSON TEACHES HOW TO...
Access / Use a Branch node
Access / Use "AND" and "OR" nodes
In this video we'll learn how to use a Sequence node. Sequence nodes are commonly used to fire off multiple bits of script simultaneously (while also keeping scripts organized).
THIS LESSON TEACHES HOW TO...
Access / Use a Sequence node
In this video we'll learn how to use a Do Once node. Do Once nodes help guard against instances portions of a script firing off when not desired. These are especially useful when combined with Event Overlap nodes.
THIS LESSON TEACHES HOW TO...
Access / Use a Do Once node
In this video we'll learn how to use a Do N node. Do N nodes allow you to execute a bit of script a specified number of times before being disallowed.
THIS LESSON TEACHES HOW TO...
Access / Use a Do N node
In this video we'll learn how to use a Flip Flop node. Flip Flop nodes will alternate execution branches whenever the Event node that precedes it is called.
THIS LESSON TEACHES HOW TO...
Access / Use a Flip Flop node
In this video we'll learn how to use a Gate node. Gate nodes present a barrier to the flow of script execution. Whether or not the flow continues depends upon whether the gate is open or closed.
THIS LESSON TEACHES HOW TO...
Access / Use a Gate node
In this video we'll learn how to use a MultiGate node. MultiGate nodes can flow out to any number of created output pins (either sequentially or randomly). These can certainly come in handy when wanting to create random loot drops or perhaps spawn waves of enemies.
THIS LESSON TEACHES HOW TO...
Access / Use a MultiGate node
In this video we'll learn how to use the For Loop and For Loop with Break nodes. These nodes allow you to execute a portion of script that immediately follows it a set number of times. Use inside of a Construction Script to build procedural content!
THIS LESSON TEACHES HOW TO...
Access / Use For Loop node
Access / Use For Loop with Break node
In this video we'll learn how to use the For Each Loop and For Each Loop with Break nodes. Unlike For Loops, For EACH Loop nodes take in an Array and allow you to impact each element of the array through script that follows these nodes.
THIS LESSON TEACHES HOW TO...
Access / Use For Each Loop node
Access / Use For Each Loop with Break node
Use Surface Snapping (when placing objects in a level)
In this video we'll learn how to use the While Loop node. While Loops run repeatedly until the condition it's based upon changes from TRUE to FALSE. Use a While Loop instead of a For Loop when you want to break the loop based upon a boolean condition.
THIS LESSON TEACHES HOW TO...
Access / Use a While Loop node
In this video we'll learn how to use Switch on Int, String, Name, and Enum nodes. Switches are an extremely effective way to evaluate a given data type and then execute a specific bit of script depending on the value of the data input.
THIS LESSON TEACHES HOW TO...
Access / Use Switch nodes
In this video we'll learn how to use the Select node. Select nodes take in either a Boolean, Byte, Integer, or Enumeration Index. Based upon the index data "selected", different data may be returned from the Select node. This node excels in picking data right for the situation.
THIS LESSON TEACHES HOW TO...
Access / Use Select nodes
In this video we'll learn how to communicate with another object through Casting. Casting is a technique used in scripting to ensure a given object is of the exact type we're looking for. And if it IS, we can affect that object in some way.
THIS LESSON TEACHES HOW TO...
Create an Actor Class Blueprint
Add / Use an InterpToMovement Component
Use a "Cast to" Node
Communicate with an Actor (Object) via Casting
ASSETS ADDED / CREATED / EDITED...
Actor Class Blueprint: BP_MoveWhenNear
In this video we'll learn how to communicate between 2 blueprints through a method called Direct Communication. This method requires a reference to a "target" blueprint that can be accessed from a "working" blueprint. We'll demonstrate this by setting up a light blueprint that can be toggled on and off from a button blueprint.
THIS LESSON TEACHES HOW TO...
Create Actor Class Blueprints
Communicate between Blueprints using Direct Communication
ASSETS ADDED / CREATED / EDITED...
Actor Class Blueprint: BP_Light
Actor Class Blueprint: BP_Button
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