Introduction to Blueprint Part 1
Details of the Session
- Introduction to Blueprint Essential concepts
- What is a Blueprint?
- What is Visual Scripting?
- Different ways to create Blueprints
- Types of blueprints: Level blueprint, Class blueprint, blueprint
- Blueprint base classes: Object, Actor, pawn, game mode, scene component and actor Component Classes
Learning Outcomes
- Understanding what blueprints and blueprint scripting are
- Differentiate between level bp and class bp
- Select the appropriate Blueprint parent class.
- Navigate the Blueprint Editor user interface to build and customize Blueprints.
Exercises
- Create your 1st Blueprint
- Quick tour of blueprint interface
- Select the correct blueprint base class upon your needs
Introduction to Blueprint Part 2
Details of the Session
- Blueprint editor user interface
- Blueprint Graphs: Construction script, Event
- Blueprint editor components panel, my blueprint panel, details panel, Blueprint graph execution
Learning Outcomes
- Explain inheritance and build a parent/child relationship in
- Utilize the different panels of the Blueprint Editor to create and modify components and variables.
- Identify common/basic variable types (nodes, wires, and pins)
- Use nodes and variables to add scripting to a Blueprint
- Create, set, and get basic
- Utilize Blueprint nodes to control the logic flow.
- Execute simple Blueprints.
Exercises
- Make something interactable with user
- Add static mesh component in BP as cube
- Apply dynamic material and generate random color via construction script
- Create a ball Blueprint
- Add physics and impulse to ball
- Setup Interaction between ball and cubes to carry forward color on impact