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Use of Unreal Engine 4's Blueprint visual scripting system.
Posted by TKAzA on Mar 19th, 2014
Basic Client Side Coding.
1 - Blueprint Intro
This video gives a high-level overview of the concepts behind Unreal Engine 4's Blueprint visual scripting system.
2 - Turning On a Light with Level Blueprint
This video gets you started with Blueprints by using the Level Blueprint to create a light that turns on when you get close.
3 - Adding Toggling in Level Blueprint
Continuing from the previous video, we now use Level Blueprint to add toggleability to the light with a delayed switch.
4 - Creating a Class Blueprint
After a quick review, we move on from Level Blueprint and start creating a reusable light using Class Blueprint.
5 - Setting Up Initial Class Blueprint Components
Once our Class Blueprint is created, we can start adding the Components that will make up the actual light.
6 - Adding Functional Components
With the Mesh and Light Components in place for our Class Blueprint, we will now add some functionality-based Components.
7 - Adding Class Blueprint Functionality
Now that the Components for our Class Blueprint are in place, we can start adding functionlity within the Event Graph.
8 - Using Inputs to Control a Class Blueprint
With the Class Blueprint light toggling, we now enhance the example by adding input-based control.
9 - Adding Contruction Script Customization
In this video, learn about the construction script on a class Blueprint in UE4.
Blueprint QuickShot 1 Triggerable Light
In this quick video, we show how to use Level Script to make a togglable light.
Blueprint QuickShot 2 Blueprint Pickup
This video quickly shows you how to make a simple collectable pickup object using Class Blueprints.
Blueprint QuickShot 3 Custom Projectile
Learn how to make a simple firable projectile using Class Blueprints in this video.
Blueprint QuickShot 4 Spawning Physics Actors
This video explores the spawning Actors using Class Blueprints; specifically, spawning physics Actors.