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Building an RPG  with Unreal 4.x

You're reading from   Building an RPG with Unreal 4.x Get to grips with building the foundations of an RPG using Unreal Engine 4.x

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781782175636
Length 360 pages
Edition 1st Edition
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Authors (2):
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 Stagner Stagner
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Stagner
 Santello Santello
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Santello
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Table of Contents (17) Chapters Close

Building an RPG with Unreal 4.x
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with RPG Design in Unreal FREE CHAPTER 2. Scripting and Data in Unreal 3. Exploration and Combat 4. Pause Menu Framework 5. Bridging Character Statistics 6. NPCs and Dialog 7. Gold, Items, and a Shop 8. Inventory Population and Item Use 9. Equipment 10. Leveling, Abilities, and Saving Progress Index

Blueprints


Blueprints in Unreal is a C++ based visual scripting language built proprietary to Unreal. Blueprints will allow us to create code without the need to touch a line of text in an IDE such as Visual Studio. Instead, Blueprints allows us to create code through the use of drag and drop visual nodes, and connect them together to create nearly any kind of functionality you desire. Those of you who have come from UDK may find some similarity between Kismet and Blueprints, but unlike Kismet, Blueprints allows you to have full control over the creation and modification of functions and variables. It also compiles, which is something Kismet did not do.

Blueprints can inherit from C++ classes, or from other Blueprints. So, for instance, you might have an Enemy class. An enemy might have a Health field, a Speed field, an Attack field, and a Mesh field. You can then create multiple enemy templates by creating Blueprints that inherit from your Enemy class and changing each type of enemy's Health...

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