Book Content
chapters • 18h56m total length
1. Exploring the Blueprint Editor
2. Programming with Blueprints
3. Object-Oriented Programming and the Gameplay Framework
4. Understanding Blueprint Communication
5. Object Interaction with Blueprints
6. Enhancing Player Abilities
7. Creating Screen UI Elements
8. Creating Constraints and Gameplay Objectives
9. Building Smart Enemies with Artificial Intelligence
10. Upgrading the AI Enemies
11. Game States and Applying Finishing Touches
12. Building and Publishing
13. Data Structures and Flow Control
14. Math and Trace Nodes
15. Blueprints Tips
16. Introduction to VR Development
17. Animation Blueprints
18. Creating Blueprint Libraries and Components
19. Procedural Generation
20. Creating a Product Configurator using the Variant Manager














