Intro to Blueprints

Scripting the Visual Way - Page 1

There are two ways of adding logic to a game with the Unreal Engine. You can do it through code in C++ or you can add logic through blueprints. Blueprints are a visual scripting language that uses a node based interface (similar to materials) for adding game logic. Both systems can work together to provide a workflow that is beneficial to the entire team. In fact some UE4 games are a majority scripted using blueprints! Lets get started looking into how to create some game logic.

Otter dancing with a fish

You will need to install the latest version of UE4 4.25.x by downloading the Epic Games Launcher. You will also need a GitHub account which is free to sign up for as we will be using version control. You will also need a mac or PC that is powerful enough to run unreal. If you are on a PC you will have to download and install git (on a mac it may prompt you to install git as well but you can do it through the terminal). We will also install Github Desktop as it provides a GUI interface so you don't have to worry about command line. Once git is installed you will also need to download and install the Git LFS (Large File System) as well for both PC and mac. For this simple introduction that is all that is needed.

Lets make sure you can see hidden folders. On the PC follow these Windows 10 Turn on Hidden Folders directions. On the Mac it is a bit more involved so go and turn on hidden folders on Mac.

1. Getting Set-Up

Lets get set up with the sample project provided and get it ready to start blueprinting ASAP.


Introduction To Blueprints Classroom

If you are a student of mine in class you will have received an email of this same repository and will view the invitation and accept it. Now you can download the starter file I have created.


Intro To Blueprints

If you are not part of the class you can login into github with your personal account and navigate to and in the top left corner press the fork button:


Intro To Blueprints

Go to your new GitHub repository and press the Code button and select Open with GitHub Desktop. Then you can clone the project to your hard drive.


Initial Folder Structure

This will give you access to a folder called UE4IntroToBlueprints that will hold the UE4 project. Enter the folder double click the UE4 project IntroToBlueprints.uproject to load it. Make sure you have Unreal 14.25.x installed.


Intro To Blueprints 1 Room

The project should load up in the Room/Level IntroToBlueprints1 room. Scoot the camera over to Room 1. You will also most likely see a dark room that has not been lit. You need to hit the Build button and wait for the lighting to build for the level. After this it should look normal again.


Game Mode Character Blueprints

Go to the content browser and look at the folders that are provided. Go to the first Blueprints folder. You should see two files, one is a GameMode blueprint and the other is a character controller blueprint.


Two Rooms Map Folder

Go to the Maps folder and you should see two levels:


Materials For Blueprints

You will now go to the Materials folder and I have provided some Materials for these exercises. The Supplied folder has materials used for the room. The remaining ones will be used in blueprints you will be creating.


Static Meshes

In the StaticMeshes folder we have some models we will be using:


Textures For BPs

And finally we have a Textures folder with the textures for the spotlight we will be using:


Project Settings Description

Go into Project Settings Description tab and fill in the requisite information:


Maps And Modes

Go into the Maps and Modes tab. Notice the start up maps that we are booting to and meant to start with.


Select Default Gamemode

Now select your default gamemode. In our case it is BP_Gamemode. This will select our character controller that we will be using:


New Folder In Blueprints

Go back to the Blueprints folder and press the Add New button and select New Folder. Call it Room1.