Unreal Engine 4 : Getting Started with Blueprints | James Yates | Skillshare

Playback Speed


  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x

Unreal Engine 4 : Getting Started with Blueprints

teacher avatar James Yates

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

54 Lessons (12h 46m)
    • 1. Intro (Course Preview)

      2:15
    • 2. Intro (Overview)

      2:25
    • 3. Intro (Creating New Blueprints)

      10:16
    • 4. Intro (Event Flow)

      6:05
    • 5. Variables (Overview)

      5:04
    • 6. Variables (Boolean)

      9:47
    • 7. Variables (Integer)

      11:11
    • 8. Variables (Float)

      12:57
    • 9. Variables (Name,Text & Strings)

      15:13
    • 10. Variables (Vector, Rotator & Transforms)

      23:06
    • 11. Variables (Actors & Objects)

      15:59
    • 12. Variables (Arrays & Loops)

      19:26
    • 13. Basics (Functions)

      18:47
    • 14. Basics (Macros)

      7:55
    • 15. Basics (Structs & Enums)

      14:33
    • 16. Basics (Events)

      8:06
    • 17. Basics (Blueprint Inheritance)

      9:26
    • 18. Basics (Casting)

      11:07
    • 19. Basics (Event Dispatcher)

      11:48
    • 20. Basics (Interfaces)

      11:57
    • 21. Basics (Components)

      14:08
    • 22. Basics (Player Controllers)

      10:09
    • 23. Basics (Gamemode)

      7:09
    • 24. Basics (Utility Nodes)

      12:48
    • 25. Additonal Lessons (Traces)

      25:41
    • 26. Additonal Lessons (Data Tables)

      13:30
    • 27. Additonal Lessons (Overlap Nodes)

      6:02
    • 28. Additonal Lessons (Input Events)

      12:54
    • 29. Additonal Lessons (Tags)

      9:46
    • 30. Additonal Lessons (Spawning Actors)

      10:59
    • 31. Additonal Lessons (Code Organization)

      10:16
    • 32. Additonal Lessons (Blueprint Debug Tools)

      18:07
    • 33. Additional Lessons (Timelines)

      20:01
    • 34. Additional Lessons (Sockets)

      19:17
    • 35. Additional Lessons (Movement Component)

      18:09
    • 36. Additional Lessons (Effects and Sounds)

      23:33
    • 37. Widgets (Overview)

      10:19
    • 38. Widgets (Layouts)

      22:52
    • 39. Widgets (Creating Widgets)

      18:35
    • 40. Widgets (Bindings)

      10:44
    • 41. Widgets (Borders, Overlays and Grids)

      17:21
    • 42. Widgets (Drag & Drop)

      18:11
    • 43. Animation Blueprints (Overview)

      10:11
    • 44. Animation Blueprints (Montage)

      20:37
    • 45. Animation Blueprints (Blend Nodes)

      19:23
    • 46. Animation Blueprints (Notifies)

      12:43
    • 47. Animation Blueprints (States)

      15:24
    • 48. Animation Blueprints (Blend Spaces)

      11:09
    • 49. Animation Blueprints (Aim Offsets)

      22:24
    • 50. Gameplay Systems (Interaction)

      22:00
    • 51. Gameplay Systems (Damage)

      31:41
    • 52. Gameplay Systems (Health Bar)

      12:18
    • 53. Gameplay Systems (Respawn)

      17:27
    • 54. Gameplay Systems (Crouching)

      12:37
  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels
  • Beg/Int level
  • Int/Adv level

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

285

Students

--

Projects

About This Class

Getting Started with Blueprints

In this course we will be starting with the basics like what blueprints are and how to navigate the blueprint editor in Unreal Engine 4, right though to creating game play systems and learning how to use many of the main features of blueprints.

The goal of this course is to provide you with useful information and knowledge so that your able to plan and create your own gameplay systems for your future project as well as read other peoples blueprints which can really help speed up the learning process. No previous programming knowledge required!

What will you learn?

  • What are blueprints
  • How to navigate the UE4 blueprint  UI
  • What variables are and how to use them
  • How to use functions, macros and events to keep your project clean and efficient
  • The differences between blueprints types such as characters, game modes and actors
  • Blueprints communication including casting, interfaces and event dispatchers
  • How to create and setup widget UI on a players screen
  • The fundamentals of animation blueprints
  • Spawning actors, sounds and effects
  • How to make a health, interaction, respawn and damage game play systems
  • Code organization

Meet Your Teacher

Teacher Profile Image

James Yates

Teacher

Hello, I'm James also known as Defuse Studios. I have been a full time Unreal marketplace creator for the last 5 years, and during that time I have provided support to hundreds of beginners learning UE4.

This has helped me gain insight into some of the things people struggle with when learning game development. I hope to use that knowledge in my future course to provide people with the best information possible, in an easy to follow way to help you on your path to creating the next big indie game or get your dream job!

See full profile

Class Ratings

Expectations Met?
  • Exceeded!
    0%
  • Yes
    0%
  • Somewhat
    0%
  • Not really
    0%
Reviews Archive

In October 2018, we updated our review system to improve the way we collect feedback. Below are the reviews written before that update.

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Intro (Course Preview): Hey guys and welcome to the Unreal Engine gangsta with blueprints course. My name is James, also known as the few studios. And I've been a marketplace created for the last five years. And in that time I've provided support for hundreds of YUI for beginners. And because of that, I've gained a great knowledge of the things that people tend to struggle with when they're trying to learn about game development. Unreal Engine 4 is one of the world's most popular game engines and blueprints as its built in visual programming language, blueprints give us the ability to code simple or incredibly complex systems inside of Umrah went in without ever having to write any text-based code. And it's a great way to get started in the world of game development. The beginning of this course, we'll start off with the basics variables. These are used to store information like the player's location, how for stamina will learn about the different types of variables and also how to manipulate them during gameplay. Then we'll move on to functions, macros, and events. These are used to keep your project tidy and efficient, as well as make it easier to modify later on and your game's development. Then we'll move on to different types of blueprints like the character blueprint, porn, actor, or game mode. Each one of these blueprints all have different built-in functionality that comes with the engine that's used to create your game. We'll also cover things like projectile's, which are often used for weapon bullets, traces which are used for interaction systems and sometimes even mallei systems. And we'll cover Player inputs which allow us to take a keyboard press or mouse button press and actually run code depending on the key that was pressed. We'll also cover widgets now, which is used to create UI within the Unreal Engine, will learn how to create new widgets, how to add them to the player screen, as well as how to change the layout and attached widgets behavior two different variables or functions and events so that we can control what our widgets actually do. Then lastly, we'll create some gameplay systems where we use all of the knowledge that we've gained from following the course to create player interactions, a damaged system, response system, and a player health bar. The aim of this course is to provide you with detailed information about the different features that are included with blueprints. And so by the end of this course, you're able to plan and create your own gameplay systems. Thanks, and I really hope you enjoy the course. 2. Intro (Overview): Hey guys, In this lesson I'll be giving you a quick overview of what blueprints are. Blueprints are a visual programming language though into one where when Jim for blueprints are usually used to define an object in the engine, such as a player weapon or even an MPC. Blueprints allowed you to code within the engine using different types of nodes connected together and those create functionality. This can be something as simple as a door opening or it can be a complex inventory system or combat system. The engine include some template blueprints that start with US. We existing code, like for example, the Character Blueprint type. This includes movement component, which handles the character's movement. Mesh component, which allows our character model to be visible in the game level. And it includes a camera which allows our platter see when they've taken control of the character. When getting started with blueprints, some common terms, you'll hear a blueprint classes. I'm Blueprint objects. In this example, I've got this setup here. You can see I've got a third-person character, blueprint. This is a blueprint class, as you can see when we hover over, it says Blueprint class. If I was to drag this into the wild, this is now a blueprint object. And we can actually drag in multiple of the same blueprint class. But these are all now that iron Blueprint objects. If we were in a situation where we had a player controlling each one of these characters, each player would be able to do something different with their characters because they're independent Blueprint objects. Some Blueprint objects do not exist in the game level, but instead run in the background, sometimes storing information and running important functionality. An example of this would be the game instance blueprint, which is used to store information between different levels. Blueprints like the Game Mode do exist in the level, but have no visible appearance. The Game Mode controls things like which character blueprint class is created when a player joins the location that that character starts out. And what happens when the player leaves the game. Blueprints are an incredibly powerful tool that allow for faster development, debugging, and very user-friendly. In the next few lessons, I'll be covering some of the basics to get you started. So you're able to create some of your own functionality, as well as be able to read other people's blueprints, which really helps accelerate your learning. 3. Intro (Creating New Blueprints): Hey guys, In this lesson, I'm going to be showing you how to create new blueprint classes. There's a few ways to do this. The first way would be right-clicking and an empty space in your content browser. And you can even select the blueprint class up here. Or you can go down to the blueprint menu here. And you can see we've got Blueprint class as well that are of a blueprint classes, and we'll be exploring these later on in the series. But for this section, which is going to create the blueprint class. Now that's going to bring up the pick parent class option. Now, this is going to depend on the type of blueprint you're going to be creating. Access a generally used for most things in the world. Pawns of actors that can be controlled by a plant and includes some styling code that we can use just to make our lives a little bit easier when doing my characters. Take that little bit further and give you more characters specific styling, code and components. Player controller is the blueprint that helps control either a character or a pole. And we've got our game mode, which is used to control which character we want to spawn in our level. And then we've got actor and seen components. Now we're going to be going into those a little bit more detail, but these can essentially be added on to any actors and give us some additional functionality. But for this, I'm just going to be selecting the actor. In C. We've created a new blueprint. I'm going to call mine new video blueprint. One thing you may want to do is use the reflexes. So BP underscore is usually what's used for blueprints. In Unreal Engine, this is completely optional, but it can help keeping your content browser organized and avoids create blueprints is to go over to the add slash Import button. This may say something else like create new or something like that if you're using an older version. But I'm in four-point 26 and it's called the Import button. And you can see we have the same options we had earlier. We can either go to the blueprints menu or we can select the blueprint class. Now that we've created our new blueprint, we can double-click it to open it up. You can see we started out in the viewport and we can see that just from the tab that selected up here. The view port is used to position components that have a physical location in the world. As an example for this, I'm just going to very quickly create a cube component. If you guys look, you can see we've added now a cube and I can move that around in our viewport. I can scale it. I can change its shape and size. And you can do this with most full components as well. So this is sort of the main function of the viewport. I'm just going to delete this for now because I'm just going to be taking you through the UI. So that's the main functionality of the viewport. The next thing we're going to look at as the my blueprints panel. Now this is going to be used a lot when you're out working in blueprints. So to start off at the top, we have our graphs or Event Graph is the main graph in our blueprint. That's where a lot of our code will be written, at least at the beginning. And we'll go there in a moment. But we've also got our functions. So any functions this blueprint has will be listed under here. You can see if we wanted to create a new function, we can just click the New Function button hit. And we'll be covering functions in a later lesson. And there's also the overwrite option as well, which I will be covering in the functions lesson next week or macros. Again, macros are fairly similar to functions, but I'll be covering that in a new lesson later on. And you can see we've got our macro button as well. So that will create a new macro. And we've got variables. And variables will be one of the next lessons that we'll be going into. And that's why this is where all of our variables will be listed. And this is where we can click to create a new variable. And then lastly we have event dispatchers. And we can create new event dispatcher here by pressing this button. And I will have another lesson on, on those. These are a lot of the more important parts of your blueprint and you'll be using this panel a lot. So you'll get from a little bit familiar with it very quickly. Next, we've got our top bar appear. Now. You'll have the compile button so you can see right now we've got little checkmark, means everything's compiled and we don't need to do anything. But if I were to say add r cubed back just for a moment and see we got a little question mark. That just means that the engine hasn't compiled our blueprint, it isn't ready for gameplay. We can just press that and now it's ready for gameplay. The good thing about this as well is if there's any problems or mistakes in our code where we usually get low exclamation mark here along with some warnings in our compiler results. If anything's not racks or is causing a problem. But because we have no code and less right now. Everything is okay. I'm just going to delete the cube gum. And we've got a save button, which will just save this blueprint Browse button. If I click that, it will take us to exactly where it is in our content browser. Then we've got the Find button, which is actually quite useful a little bit later on when you're using the engine a bit more confidently, you can search for different functions and variables. We've got the height unrelated. So this will hide connections between nodes that are important at that moment in time. Plus sayings. These are some of the sort of basic settings of our blueprint. Most blueprints will have similar settings like this. So things like thumb now, sort of camera rotation and a few things to do with interfaces, which again will be covered in a later lesson. Then we've got our class defaults plus defaults. These are kind of all of the settings for our blueprint. If we were to add a new variable, it would appear in this list as a new setting. So that's kinda of like a place you can go to see all of your different values all in one place. Simulation and play. This just basically starts the play an editor. So that's when you can run around. Editor, IEE debug dropped down here. I can show you very quickly. If I drag our blueprint into the level and I hit Play, you can see that I'm running around in the level. But if I Taobao and go to our video blueprint and see it's actually auto selected it, but I can select that. So now we're debugging that blueprint I just dragged into the level. And if I had any code connected, you would actually see it running while the games plaque there. An example of this would be if I drag out from tick and such will print it for print string. Then I go and I hit Play and see that the string is printing. If I go back to our blueprint, can actually see because I've got it selected, we can see that, that this code is being executed because the line is highlighted. This is one of the most powerful things about Blueprint, says you can actually see in real time what's being run on various different blueprints. There is one other thing I wanted to cover, and that's the construction script. Now, the construction script is kind of separate from the rest of the code in that it's used more for when you're not actually playing a game, but rather when you're using the editor as the game developer. So when I drag the blueprint into the level, That's when this code, or any code that would be in the construction script would actually be run. So this can be useful for creating small tools and things like that for say, level designers. Next we've got the compiler results and this is where if there are any problems after compiling and we'll get a list of the errors or mistakes with the blueprint and that will be posted in our compiler results. There's no problems here because we don't have any code. Then we've got our find results. Now, this might not be here for you. You can always go to the Windows tab if any of these panels wherever missing. You can usually find them in the windows. Drop-down here. For example, if you accidentally close our panel, just go up to window and you can select any of them back on. But if you are missing the find results, you can just take them home and find results. As I explained earlier, you can just search for a function name or variable name, which is the key word. And I will search the whole blueprint for that. Or a really helpful tool is the find in all blueprints, which are used quite often in larger projects. And, and it's useful if you're working in a project that you're maybe working with someone else and you don't know where everything is, you can just use this to search the entire project for a keyword, for example. One of the small thing I wanted to point out is the sort of address bothers up here. This is really useful, especially if you're looking at, say, screenshots or something like that. It'll basically tell you where in the blueprint someone is. So if I was to quickly create a new function and open that up, you can see that it says the blueprint name and then it says the function name after it. And then if I was to say create a collapsed node and I was to go into that. See that I'm in this blueprint in the function we just created in the collapse graph that we just cred. And that's a really helpful way just to know where you are at all times. And if someone send you a screenshot, you can also know where they are in their blueprint as well. So that's everything for this lesson. Hopefully it gave you a brief overview of wherever you think is the blueprint editor. And we will definitely be going into much more detail as we go into each individual feature. But this is just, you know, where things are and you know how to create, say, variables and functions. And you can just sort of navigate yourself around. 4. Intro (Event Flow): Hey guys, In this video I'm going to explain a little bit about how the execution flow works in blueprint. You can see I've set up little example here in our character blueprint. And I'm just gonna go through and kind of explain a little bit how Blueprint code is actually called and what makes it happen. So a lot of the time your code will be cooled by an event. Now there are a lot of included events that come with the engine, like for example, the begin play node or the tick node. And these run at different times depending on the event type. Say for example, the event became play will run when the game starts or when or ThirdPersonCharacter is created. So that will run them. And you can see that I've got a play, play, a sound event, and then asset health note here as well. So going from this, what will happen is when our game starts or when the character is created. We'll call it our play play sound of them. And you can go over here and you can see I've actually got the play sound event over here. So what this does is it essentially cools this event to run. And then you can see this is connected up to a play sound at location. And this will play a sound, are given characters location. So we've got an actual location here, and it'll play the sound that we've input. So that'll be our start sound him. And then once that's been completed on our sounds been played, we go back over to this event and the next event is cooled. So for this it would be set Health. And we're just saying our health to our starting value here. So that should give you an idea of how code is actually cooled. It's usually done from left to right. And then if we call sen event caudal and other events like our play, play a sound, it will then call its events. And then we'll come back to here and then do