Cossu | Unreal Engine 5 Blueprints Unlocked | Buch | 979-8-8688-3433-2 | www.sack.de

Buch, Englisch, Format (B × H): 178 mm x 254 mm

Cossu

Unreal Engine 5 Blueprints Unlocked

Build Games and Reusable Gameplay Systems Without Writing Code
1. Auflage 2027
ISBN: 979-8-8688-3433-2
Verlag: APRESS L.P.

Build Games and Reusable Gameplay Systems Without Writing Code

Buch, Englisch, Format (B × H): 178 mm x 254 mm

ISBN: 979-8-8688-3433-2
Verlag: APRESS L.P.


Learn Unreal Engine 5 Blueprints by building two complete, connected game projects: a point-and-click adventure and a 3D platformer. Rather than treating each feature as an isolated tutorial, this book shows you how to design gameplay systems that are modular, reusable, and easy to expand.

You will start by building a point-and-click adventure focused on navigation, interaction, inventory, dialogue, UI, and progression. Through this project, you will create a flexible interaction framework based on Blueprint Interfaces, Actor Components, verbs, item data, and Gameplay Tags. This foundation will then be reused and adapted in a second project: a 3D platformer with player movement, camera control, proximity interaction, collectables, breakable objects, chests, moving platforms, hazards, locked doors, level goals, and win/loss flow.

Across both projects, you will learn how to structure Unreal Engine gameplay using Actors, Components, Player Controllers, Player State, Enhanced Input, collision events, UMG widgets, Blueprint Interfaces, reusable interaction handlers, data-driven items, Gameplay Tags, and component-based architecture. The focus is not only on making things work, but on understanding why systems are built in a certain way and how they can evolve across different genres.

By the end of the book, you will have built two substantial Blueprint projects and a reusable gameplay framework that demonstrates how real game systems are structured. You will be able to design cleaner Blueprints, avoid common architectural pitfalls, and create gameplay features that can be reused, extended, and combined in your own Unreal Engine projects.

You Will

·    Build two connected UE5 Blueprint projects: a point-and-click adventure and a 3D platformer
·    Script gameplay systems including movement, interaction, UI, dialogue, inventory, collectables, hazards, level goals, and progression
·    Design reusable, component-based systems using Actors, Actor Components, Blueprint Interfaces, Player Controllers, Player State, data assets, and Gameplay Tags
·    Reuse and adapt systems across genres, turning a point-and-click interaction framework into 3D platformer gameplay
·    Debug, organize, polish, and package UE5 Blueprint projects for desktop platforms

Who Is This Book For

This book is for beginner-to-intermediate game developers who want to learn Unreal Engine 5 through Blueprints while also understanding how real gameplay systems are structured. No prior Unreal Engine experience is required, and no C++ knowledge is needed.

It is especially suited to readers who want to move beyond isolated Blueprint tutorials and learn how to build reusable, component-based systems that can evolve across different game genres. The book is also ideal for designers, artists, students, hobbyists, technical designers, and developers transitioning from engines such as Unity, Godot, or GameMaker who want a practical introduction to Unreal Engine’s visual scripting workflow.

Cossu Unreal Engine 5 Blueprints Unlocked jetzt bestellen!

Zielgruppe


Professional/practitioner


Autoren/Hrsg.


Weitere Infos & Material


Chapter 0: Introduction.- Chapter 1: Point and Click, Part I: The Core System.- Chapter 2: Point and Click, Part II: UI and Progression.- Chapter 3: From Point-and-Click to 3D Platformer: Player, Camera and Controls.- Chapter 4: From Point-and-Click to 3D Platformer: Reusing Interactions in 3D.- Chapter 5: 3D Platformer: Charge and Breakable Objects.- Chapter 6: 3D Platformer: Collectibles, chests, and drops.- Chapter 7: 3D Platformer: Moving Platforms and hazards.- Chapter 8: 3D Platformer: Requirements, Locked Progression and Level completion.- Chapter 9: Next Steps: Debugging, Polish and Packaging.


Seb Cossu is a professional senior game developer with several years of experience in the industry. He holds a degree in Computer Science from Sapienza University of Rome and is the author of three previous Apress titles: , , and .



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