segunda-feira, 31 de março de 2014

Blueprint Editor Overview

The main editor of the Unreal Engine 4 contains several other editors to handle different aspects of the game. For our tutorials we will focus on the blueprint editor.

A game developed in Unreal Engine contains many Actors interacting with each other, for example players, enemies and items that can be collected are Actors. In Unreal Engine 4 we can use the blueprint editor to create new Actors for our games.

Before we open the blueprint editor I recommend that you create a new project and choose a template with Blueprints, like "TP_ThirdPersonBP" for example. To find the Blueprints that already exist in this project look at the "Content Browser" and open the "Blueprints" folder.

To open the blueprint editor you can double-click one of the Blueprints or right-click on a Blueprint and choose "Open in Full Editor".

The image below shows the blueprint editor.

Click to enlarge

The blueprint editor can be used in three modes: Defaults, Components and Graph.

In Defaults mode we can specify the defaults values​​ of attributes that belong to the current Blueprint that is open in the blueprint editor.

The Components mode allows the addition of various types of components that will be part of the current Blueprint. As an example of Components we have mesh, light, sound, geometric shapes used in collision tests, and so on.

In Graph mode we define the events and actions that will determine the behavior of the Blueprint within the game. It is this mode that is being displayed in the image above.

In the following articles we will see in more detail the use of each of these modes of the blueprint editor.

Next: Creating the first Class Blueprint

Prev: Unreal Engine 4 Blueprints Visual Scripting
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