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Unreal Engine 4: Introduction to Blueprints
Rating: 4.4 out of 5(339 ratings)
9,822 students

Unreal Engine 4: Introduction to Blueprints

An introduction to the Blueprints in Unreal Engine
Created byIan Griffiths
Last updated 6/2019
English

What you'll learn

  • How to use simple logic in programming for Unreal Engine 4.

Course content

1 section25 lectures1h 15m total length
  • Introduction to Classes0:54

    Students will be able to build a simple blueprint class.

  • Data Types3:59

    Introduction to the basics of Data Types within a object.

  • Appending Data2:18

    Appending data together in a string, so multiple information is outputted on one line.

  • Public and Private Variables1:17

    Setting variables to being both public (can be edited externally) and private (can be edited locally).

  • Conditional Statements, Branch Statements, IF Statements2:14

    Video looking into conditional logic, and how it is used within engine.

  • Nested IF Statements2:48

    In this lecturer we look at multiple if statements within logic flow.

  • Case statements and Switch Statements2:14

    Case statements and switch statements, designed for transferring data down different routes dependent on the input.

  • Boolean Logic, AND, OR, NOT3:16

    Here you use Boolean logic to work out how to use AND, OR, and NOT, in order to create basic logic gates.

  • While Loops1:55

    First tutorial on Loops in this one we look at while something is happening do something.

  • For Loops1:34

    Second tutorial on Loops in this one we look at for loops.

  • For Each Loops2:30

    Third tutorial on Loops, in this one we look at looping data through this logic statement for each and every time we need it to.

  • Game Modes2:12

    Here we look at adding a Game Mode which will deal with all the hierarchical logic in our game.

  • Adding a Player Character1:33

    In this video we add a player character to the game world.

  • Custom inputs and movement axis3:29

    Here you will learn to make custom inputs which can be events on characters, as well as getting the character to move.

  • Casting Data from an actor5:11

    Here we look at sending data between actors and player characters, by using the cast system.

  • Custom Events and Functions3:20

    Here we look at using custom events and functions. Functions are basically ways of storing code which we might use over and over again and call from multiple events.

  • Basic Structures4:59

    Here we look at Data structures and their use within the unreal engine.

  • HUDs3:35

    Here we look into a very basic output of data into a HUD.

  • Arrays and appending to HUDs6:06

    Here we look at making arrays and having their data output onto a HUD.

  • Heath and Progress Bars3:57

    Here we look at making health and progress bars within our HUD.

  • Level to Level3:11

    Here we look at transferring a player between multiple levels.

  • Games Instance4:00

    Here we look at Games Instances, and transferring data between two levels within a game.

  • Rotation of the Camera, and Forward Vector Movement3:46

    Here we have the introduction of some more advanced movement looking at Rotation of the Camera, and moving down the forward Vector.

  • Vector Right movement.1:10

    An extension to Video 23, this time for moving right and left.

  • Line Tracing towards a target3:54

    Here we draw lines between the player and a target, which will allow for us to build some very interesting mechanics later on.

Requirements

  • A copy of the Unreal Engine 4, and a basic understanding of Mathematics.

Description

In these lessons you will start by learning at a beginner level in programming within Blueprints, finding out the basic information needed within all programming development. From this you will start to move into building in more advanced mechanics in an easy to follow step by step approach which will allow you to play around and build your own content to eventually build your own game.

Blueprints are the in house programming tool used by Unreal as a visual programming. This allows for fast development of systems and mechanics within a game environment. This can be used for rapid prototyping of games development system which might be useful to an new developer, or that of someone looking to transfer from one programming language to Unreal.


Hopefully this series will be able to help you develop your own mechanics and systems and will lead you to have a greater knowledge of how to use the Unreal Engine 4 Blueprint system.

Any questions, feel free to ask them, please note I am aware of the audio quality on the videos and this is something that I am looking to address in future videos. Though if you have any questions regarding how to program feel free to ask away.

Who this course is for:

  • Beginners looking to start programming in Blueprint for Unreal Engine 4.