Manual Blueprint Programming Tutorial319


In this tutorial, we will learn how to manually program a blueprint. This is a useful skill to have if you want to create custom functionality for your game or mod. We will cover the basics of blueprint programming, such as creating variables, defining functions, and using events. By the end of this tutorial, you will be able to create your own custom blueprints.

Creating a Blueprint

To create a blueprint, open the Blueprint Editor by clicking on the "Create New" button in the main toolbar. Then, select the "Blueprint Class" option. This will create a new blueprint class. You can name your blueprint anything you want.

Creating Variables

Variables are used to store data. You can create a variable by right-clicking in the Blueprint Editor and selecting "Add Variable". This will open the "Variable Editor" dialog box. In the dialog box, you can specify the name, type, and default value of the variable.

Defining Functions

Functions are used to perform actions. You can create a function by right-clicking in the Blueprint Editor and selecting "Add Function". This will open the "Function Editor" dialog box. In the dialog box, you can specify the name, input parameters, and output parameters of the function.

Using Events

Events are used to trigger actions when certain conditions are met. You can create an event by right-clicking in the Blueprint Editor and selecting "Add Event". This will open the "Event Editor" dialog box. In the dialog box, you can specify the name and parameters of the event.

Putting It All Together

Now that we have covered the basics of blueprint programming, we can put it all together to create a simple blueprint. Let's create a blueprint that prints a message to the console when the player presses the "E" key.

First, we need to create a variable to store the message that we want to print. Right-click in the Blueprint Editor and select "Add Variable". In the Variable Editor dialog box, enter the following settings:* Name: Message
* Type: String
* Default Value: "Hello World!"

Next, we need to create a function to print the message to the console. Right-click in the Blueprint Editor and select "Add Function". In the Function Editor dialog box, enter the following settings:* Name: PrintMessage
* Input Parameters: None
* Output Parameters: None

In the function body, add the following code:```
PrintString(Message);
```

Finally, we need to create an event to trigger the function when the player presses the "E" key. Right-click in the Blueprint Editor and select "Add Event". In the Event Editor dialog box, enter the following settings:* Name: OnKeyPressed
* Parameters: Key (Keyboard Key)

In the event body, add the following code:```
if (Key == "E") {
PrintMessage();
}
```

Now, when the player presses the "E" key, the message "Hello World!" will be printed to the console.

Conclusion

In this tutorial, we learned how to manually program a blueprint. We covered the basics of blueprint programming, such as creating variables, defining functions, and using events. We also created a simple blueprint that prints a message to the console when the player presses the "E" key.

Blueprint programming is a powerful tool that can be used to create custom functionality for your game or mod. By following the steps in this tutorial, you can learn how to create your own custom blueprints.

2025-02-21


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