
Clarify that this lesson has no captions, prompting students to engage with the unreal engine 4 blueprints content through demonstrations and hands-on practice.
Explore foundational blueprint concepts in Unreal Engine through a teaser session that previews blueprint workflows and integration for game development.
eng
Blueprints are the visual programming system of Unreal Engine that helps in logic construction. It allows users to create the project / game logic without having to directly program in C++. . Every Blueprint is seamlessly integrated with the C ++ code, making it easy to integrate artist and programmer workflows. You can create complete projects using only Blueprints, though.
pt
Blueprints é o sistema visual da Unreal Engine para elaboraçã de toda a lógica. Ele permite criar a lógica do jogo/projeto sem necessidade de programar em C++. Cada Blueprint é formada de nós, que numa certa conexão entre eles, cria uma sequência de lógica. Toda Blueprint é perfeitamente integrada ao código c++, facilitando a integração entre artista e programador.
É possível criar projetos completos utilizando apenas as Blueprints.
eng
Every Blueprint contains a system of nodes, which represent the programming logic . Some have specific functionalities, but usually they have VIEWPORT (which represents the visual aspect of a Blueprint and how it will appear in the world), EVENT GRAPH (representing the event graph logic) and CONSTRUCTION SCRIPT (which represents the logic that is executed when Blueprint is first created in the world).
pt
Toda Blueprint contém um sistema de nós, que representam a lógica da programação. Algumas possuem funcionalidades específicas, mas em geral possuem a VIEWPORT (que representa o aspecto visual da Blueprint, e como ela será exibida no mundo) , o EVENT GRAPH (que representa o gráfico dos eventos) e o CONSTRUCTION SCRIPT (que representa a lógica que é executada quando a Blueprint é criada no mundo).
Unreal Documentation: https://docs.unrealengine.com/latest/INT/
eng
All nodes follow an order of execution, often from left to right. The order is important because it defines the sequence the logic will execute. Any change in order may change result of the logic.
pt
Todos os nós seguem uma ordem de execução, comumente da esquerda para a direita.
A ordem é importante pois define a sequência da lógica. Qualquer alteração na ordem pode alterar o resultado da lógica.
Organize blueprint graphs in Unreal Engine 4 by using the reroute node to simplify connections, drag and position lines, add comments via the three-dots menu, and keep code unchanged.
Explore node types in Unreal Engine 4 class: blueprints, variable nodes (integer, boolean), events (begin play, tick), and functions (print string, get actor location), macros. Construction script cannot be deleted.
eng
Variables are allocations of values in memory. They are declared through a variable type and an initial value. The values can be changed during the game as needed, and accessed whenever necessary through the variable name.
pt
Variáveis são alocações de valores na memória. São declaradas através de um tipo de variável e um valor inicial.
Os valores podem ser trocados durante o jogo conforme necessidade, e acessados sempre que necessário através do nome da variável.
eng
Type of variable that represents integers numbers, positives and negatives.
pt
Tipo de variável que representa números integrais, positivos e negativos.
eng
Type of variable to store float point numbers (integers, decimals, positive or negative)
pt
Tipo de variável que representa números com decimais, positivos e negativos.
eng
Type of variable to store True or False values (1 or 0)
pt
Tipo de variável que representa valores de True ou False (1 ou 0)
eng
Type of variable to store more than 1 value, also called a Struct Variable.
There are vector2 (2 values), vector3 (3 values) and vector4 (4 values)
They´re commonly used to store a Location (x, y, z), or Color (R, G, B, A)
pt
Tipo de variável que representa um conjunto de valores, também chamado de Variável do tipo Structure.
Existem variáveis do tipo vector 2 (com 2 valores), vector 3 (com 3 valores) e vector 4 (com 4 valores).
São utilizadas principalmente para representar uma Localização no espaço (x,y,z), ou valores de cor (R, G, B, A)
eng
Type of variable that represents a set of values, also called a Struct Variable.
Represents a rotation value at x, y, z.
Also named as Roll, Pitch and Yaw, where
x = roll
y = pitch
z = yaw
pt
Tipo de variável que representa um conjunto de valores.
Representa um valor de rotação em x,y,z.
Também nomeados como roll, pitch e yaw, onde
x = roll
y = pitch
z = yaw
eng
Types of variables that represent Text.
pt
Tipos de variáveis que representam Texto.
eng
List of String Functions, official Unreal Engine documentation:
https: //docs.unrealengine.com/latest/INT/BlueprintAPI/Utilities/String/index.html
pt
Lista de funções de String, documentação oficial da Unreal Engine:
https://docs.unrealengine.com/latest/INT/BlueprintAPI/Utilities/String/index.html
eng
Nodes that represent math operators for adding, subtraction, multiplication and division.
Where
adding is represented by +
subtraction is represented by -
multiplication is represented by *
division is represented by /
pt
Nós que representam operadores matemáticos de soma, subtração, multiplicação e divisão.
Onde
soma é representado por +
subtração é representado por -
multiplicação é representado por *
divisão é representado por /
eng
We can compare 2 numerical values and get a True or False result.
Where
Bigger >
Bigger than or equal >=
Less <
Less than or equal <=
Equal =
Not Equal !=
pt
Podemos comparar 2 valores numéricos e receber como resposta True ou False.
Onde
Maior >
Maior ou igual >=
Menor <
Menor ou igual <=
Igual =
Não Igual !=
eng
Get and Set functions allow you to get the current value of the variable or change the current value of the variable,
in that order.
pt
Get e Set permitem pegar o valor atual da variável ou alterar o valor atual da variável, nessa ordem.
Explore how public and private variables work in Unreal Engine 4 blueprints by using an actor, testing access in the level blueprint, and noting access rules for child blueprints.
Learn how to create and enable editable variables in Unreal Engine 4 blueprints, using the eye icon to expose booleans, rotators, and other types in the details panel and world.
Enable Expose On Spawn for a blueprint variable and mark it editable. See how Level Blueprint uses Spawn Actor of Class with BP_PublicPrivate to demonstrate Expose On Spawn.
Learn to create arrays in Unreal Engine blueprints, including boolean, integer, and string arrays with 0-based indexing, adding, deleting, and accessing elements.
Use the length function to count items in an array and output the result as an integer, illustrated with a string array of four items.
Learn how the contains item node checks if a specific value exists in a string array in Unreal Engine blueprints, returning true or false and printing the result.
Explore the Clear node in Unreal Engine 4 Blueprints, which empties an array by removing all elements. After Clear, the array length becomes zero, shown by a print string.
Learn to work with arrays in Unreal Engine blueprints, including checking valid indices and appending two arrays to merge their items, with emphasis on execution order.
Group three spheres into an array in Unreal Engine blueprints and access items to move the active sphere with keys 1 and 2, switch spheres with B, N, and M.
Demonstrate creating and populating an actors array in the level blueprint, then switch between Sphere1, Sphere2, and Sphere3 using B, N, M keys and update their locations.
Explore flow control with the branch node in Unreal Engine 4 Blueprints, evaluate boolean conditions, and route execution through true or false paths using Begin Play and Print String.
Use the sequence flow control node to trigger multiple actions in order with no delay during begin play. Connect sequence outputs to prints like sequence1, sequence2, and sequence3.
Master for loop flow control in Unreal Engine blueprints by using first and last indexes to repeat the loop body a finite number of times.
Use the flip flop node in flow control to alternate between two actions on successive events. It switches between A and B with each trigger.
Master flow control with the Unreal Engine 4 multi gate in blueprints, triggering a sequence of events through multiple outs in order, with looping, random order, start index, and reset.
Learn how Unreal blueprints use events, functions, and macros to reuse code and trigger logic. Events accept time actions; functions and macros accept inputs/outputs and have their own graphs.
Explore how events in Unreal Engine Blueprints trigger actions at times such as BeginPlay, ActorBeginOverlap, Tick, and keyboard input, and learn how to connect branches and variables.
Modify blueprints by using macros to control execution with multiple inputs and outputs. Learn to add parameters, set execution order, and branch paths to customize macro behavior.
Apply events, functions, and macros in unreal engine 4 blueprints by building a simple order workflow that calculates change from the paid amount and the order price using a macro.
Design and connect custom events, functions, and a macro in Unreal Engine 4 blueprints to order pizza, calculate price and change, and display results with print strings.
Explore how enums organize data as named lists of values, accessed globally in Unreal Engine blueprints, and learn to create and use enum types like timeline directions and mouse clicks.
Explore how to work with enums in Unreal Engine 4 blueprints, using get and set to manage enum values, print them, and prevent cross-enum type conversion.
Learn how to compare enum values in Unreal Engine 4 blueprints using equal and not equal checks, branch logic, and print statements, with examples like character skills and states.
Explore using switch on enum in Unreal Engine 4 blueprints to drive state-based logic for Fireball, Icewall, Windblow, and Heal, with content browser lists and reusable enums.
Explore the fundamental Unreal Engine 4 blueprint structure: the game, gamemode, controller, pawn, and character, with per-player HUD and input, including AI control and multiplayer setups.
Discover how components form subobjects inside actors and other classes, including the default scene root and static mesh components, and how world versus relative transforms drive placement and hierarchy.
Learn how game mode stores global rules and player state, override the default with a custom BP_GameMode, and set it in world settings to control pawns, HUD, and controllers.
Explore the Unreal Engine 4 character class, pawn-based blueprint with walking, running, jumping, flying, and swimming. Learn how SkeletalMesh, Capsule Component, and Character Movement enable animation, input, and third-person control.
Manage a pawn with a controller class that supports player or AI variants and receives events. Create BP_Controller and set it as the default player controller in world settings.
Learn to create an actor blueprint with a static mesh component, import FBX assets, assign multiple materials, and manage root vs component transforms in Unreal Engine 4.
Spawn and destroy actors in a level blueprint using spawn actor from class, assign transform location rotation and scale, and destroy the spawned actor via its returned reference.
Learn to use isValid in Unreal Engine 4 blueprints to safely access an actor's world transform before destruction, preventing errors and crashes.
Use get all actors of class in blueprints to collect all BP_Actor instances, pick the first actor by index, and set its door location to 0,0,0 to observe the change.
Compare skeletal mesh and static mesh, show the skeletal mesh editor, skeleton bones, rigs and imported animations from FBX, then spawn skeletal characters and enemies with spawn actor from class.
Explore how triggers in Unreal Engine 4 blueprints create overlap events with box, sphere, and capsule triggers, and test begin and end overlap in the level blueprint.
Create three trigger areas that spawn cubes at random positions within floor bounds, color them with a material parameter, then destroy them using level blueprint logic and a looping timer.
Learn to spawn cube actors at random locations via a level blueprint trigger, rotate and scale them, change colors with material parameters, and destroy random spawned actors with timers.
Discover direct communication between blueprints by creating a public light reference variable to access a point light in another blueprint, and toggle it with the F key.
Explore cast nodes to enable blueprint communication by connecting a sender to a receiver, using hierarchy-aware casting to access specific characters, controllers, or HUD, and handle cast failures.
Explore blueprint interface theory, where a sender broadcasts an interface message to receivers that implement the interface, enabling interactions with objects like lights and radios while non-interactive objects stay safe.
Learn to use a blueprint interface for object interaction, sending an Interact message from a character via a sphere trace and enabling rock and chair to respond with Interact events.
Create and wire blueprint interface inputs to pass named data from the interacting character to scene objects, then have rocks multiply numbers while chairs add them.
Explore blueprint interface outputs by adding an output parameter to the interface, turning it into a function implemented differently by each object, such as rock multiplying and chair adding.
Este curso recebeu o Epic Mega Grants!
Epic Mega Grants recipient!
Audio: Portuguese-BR
Subtitles: English and Portuguese-BR
Check Captions Roadmap lesson to learn more about the subtitles.
All companion material are available in Portuguese and English.
ENGLISH
In this course you will learn the Blueprints Fundamentals. This is the first step to start creating your own games and projects, and to begin to understand the Unreal Engine. There are more than 250 lessons, prepared in a didactic way.
The couse was recorded in Portuguese, but many English speaker students can follow with the English Captions.
What are Blueprints? Blueprints are the visual system that frees the user from direct contact with programming language. C++ code are visually represented within the engine. This way you can create whole games and project without having to know the programming language used in the background.
Therefore, this course goal is not to show you countless lessons so you can just copy. I will teach you the whys of every fundamental and you can apply all you learned in any kind of project as you wish. It is this fact that most students like about this course.
Still in doubt? Access some classes available for free.
Content Description
In this course we will see all Blueprints fundamentals so you can start creating your own games. Unreal Engine allows you to create interactive projects and games and using the same tools used by large AAA studios and indies developers around the world. If you want to start your career in game development with one of the best engines in the market, this is your course.
We will learn about variables, Events, Functions, Blueprint Communication , Materials, Timelines, Vectors, First and Third Person Characters, Interfaces, and then use all this knowledge to publish our first Project for Windows. This course is not a tutorial that will show you just how to create a game. The proposal is to teach you the fundamentals before you start making the first project. If you already have any knowledge, you can skip the initial classes and go straight to the practical classes.
What do I need to know to start the course?
You need no previous experience with games to follow this course.
But you need to have some basic knowledge in Unreal. How to navigate and basic editor navigation.
>> The couse was recorded in Portuguese, but many English speaker students can follow with the English Captions.
PORTUGUES
Neste curso voce vai aprender os fundamentos sobre Blueprints.
Esse é o primeiro passo para comecar a criar seus proprios jogos e projetos, e para comecar a entender a Unreal Engine.