Welcome to the largest course on Unreal Engine Blueprints.
In this course we will talki about the fundamentals of Blueprints.
So that you´ll be able to create your own project with Unreal,
using only Blueprints.
And don´t use the code.
In this first chapter.
I will divide in chapters and classes.
In this first chapter we will talk about the Fundamentals.
Remember, if you don´t know C++.
That is the programming language that Unreal uses. No problem.
We will create everything with Blueprints.
I will show here something, so that we can define what is a Blueprint.
I´ve created a project in Unreal, in C++.
It´s here. It´s a project from the Third Person Template. That anyone has acess in the Engine.
You may notice that this project here, created in C++.
The same time we have the project, we have also the code.
That is opened here, inside Visual Studio, in C++.
You can see one advantage that Blueprint provide. Here I have the code,
the header of the Third Person, the character. And just to take as an example,
I will select here. I have this class defined, called Camera Boom.
It´s a object created in this line.
Instead of typing here.
Coming here in the code in C++, and type this line to create the Camera Boom.
I can have access to these Objects inside the Blueprint,
without going to the code. Notice that the Camera Boom that is also here,
is one of the Components. We will talk more about it in the future.
To sum up you can see that it is here, the Camera Boom.
It is this line here operating the Camera. It´s defined right here.
Without going to the code.
We can create all the logic using Blueprints.
Blueprints are a Visual Script that we can use to create the logic.
It´s called Visual Script.
You create all the logic using something we call Nodes that have specific functions.
That way you can create the logic without going to the C++ code.
The advantage is the speed to create logic without going to the code,
and the fact that you can create projects without knowing C++ or being a programmer.
The disadvantage is the fact that you don´t have access to all functions that you have in C++.
Besides that Blueprints has a slower performance compared to C++.
That´s not a big problem if you´re creating a small project.
If you have a small studio, an indie studio.
You can create a lot using Blueprints.
Many logics you can have inside Blueprints.
That´s why Unreal becamse so famous.
Know by this ease of use.
You can work together with programmers,
working in C++ side by side with Artists, working with Blueprints.
Those two ways can work together.
So everything we´re seeing here in Blueprint, behind the curtains is C++
In this First Chapter we´ll talk about the Fundamentals.
I will create a new Project.
I will close the Third Person Project. We´ve used just as an example.
I will close also the Visual Studio.
Then we will create a new Project.
You have 2 options: Blueprints and C++
In our case, as we will not use C++ during the course,
I will use Blueprints.
We can select any Template.
Now we wil talk about Fundamentals, so the Template has no difference.
I will use a Blank Template, that is the first option.
It will ask if we want the Starter Content, I will leave it on.
In the case we need that.
And here we define the name of the Project
Remember that you will create the Project in this folder here.
If you have any difficulty with this basic topics. Like how to create a Project,
how to install Unreal Engine, how to use the Editor.
You can acess my Introduction course (under development)
The Essentials course is in Portuguese only, and is Free
You can watch and learn.
If you have any difficult with the Editor.
I will create the Project.
It will create the Project with Blueprints, base on the Blank Template.
Then we have this Blank Project.
We will start right away creating a Blueprint.
Here in the Content Browser I will right click and create a Blueprint.
I will ask the Parent Class.
We will not worry about this now. You can see that are several classes.
We will select Actor.
The majority of the Objects and Blueprints you will create are Actors.
Here it tells you that its a Object:
the Actor is a Object that you can place in your world, in your scene.
I will create a Actor, clicking in Actor.
And a new Asset appears.
I will name as BP_variaveis.
Because we will soon talk about Variables.
A good way to name your Blueprints is by using a name convention.
Here im using BP, in capital letters in the beginning.
You can use your own convention, but using BP in the name is very common.
Clicking 2 times in this Asset I will open the Blueprint Editor.
Here in this Editor you can notice that according to the Blueprint you´ve created..
So in this case we´ve created a Blueprint of Actor type, class Actor.
If you select other classes, sometimes you will get different functionalites.
Here in this case we have Actor.
And somethings you can see here are the following:
Here in the left we have Components.
Here, this window Components.
Below that we have My Blueprint,
and we can create and acces the Graphs,
Functions, Macros, Variables and Event Dispatchers.
Here in the right corner we have Details.
You can see that the Details changes in context of what you have selected.
Here we have BP_variaveis selected.
Selecting the item below, you can see that your Details Panel has changed.
Here below we have Compiler Results,
that may not be show in your editor.
This show compiler results, warnings and errors.
And 3 important tabs in the top.
In the Viewport we can see the visual content of my Blueprint.
This little ball here represents the Scene Root, that is exactly that, the root.
This is just a visual representation
that something is there.
It´s a point in the space.
The other tabs are Construction Script and Event Graph.
That we will see in the next classes.
Here we have Compile. We will click this button many times during the course.
That compiles your Blueprint.
If you have any error in your logic, you will get the error and you´ll not be able to compile.
To save your Blueprint you click Save.
To Play your game or project you click Play.
It´s the same Play button we have here.
In the next classes we will continue to learn the Fundamentals.