By Π‘ΡΡΠ΅ΡΠ»Π» ΠΡΠ΅Π½Π΄Π΅Π½, Π ΠΎΠΌΠ΅ΡΠΎ ΠΠ°ΡΠΊΠΎΡ
ΠΡΠ΅Π½Π΄Π΅Π½ Π‘ΡΡΠ΅ΡΠ»Π», ΠΠ°ΡΠΊΠΎΡ Π ΠΎΠΌΠ΅ΡΠΎ, 2025
ΠΠ°Π½Π½Π°Ρ ΠΊΠ½ΠΈΠ³Π° Π·Π½Π°ΠΊΠΎΠΌΠΈΡ Ρ ΡΠΈΡΡΠ΅ΠΌΠΎΠΉ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΠΎΠ³ΠΎ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠΈΡΠΎΠ²Π°Π½ΠΈΡ Blueprints Π² Π΄Π²ΠΈΠΆΠΊΠ΅ Unreal Engine. ΠΠ½Π° ΠΏΡΠ΅Π΄Π½Π°Π·Π½Π°ΡΠ΅Π½Π° Π΄Π»Ρ Π΄ΠΈΠ·Π°ΠΉΠ½Π΅ΡΠΎΠ², ΠΆΠ΅Π»Π°ΡΡΠΈΡ ΡΠΎΠ·Π΄Π°Π²Π°ΡΡ ΠΈΠ³ΡΠΎΠ²ΡΡ Π»ΠΎΠ³ΠΈΠΊΡ, ΠΈ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠΈΡΡΠΎΠ², ΡΠ°Π·ΡΠ°Π±Π°ΡΡΠ²Π°ΡΡΠΈΡ Π±Π°Π·ΠΎΠ²ΡΠ΅ ΡΠ»Π΅ΠΌΠ΅Π½ΡΡ. ΠΠ°ΡΠ΅ΡΠΈΠ°Π» ΠΎΡ Π²Π°ΡΡΠ²Π°Π΅Ρ ΠΎΡΠ½ΠΎΠ²Ρ ΠΎΠ±ΡΠ΅ΠΊΡΠ½ΠΎ-ΠΎΡΠΈΠ΅Π½ΡΠΈΡΠΎΠ²Π°Π½Π½ΠΎΠ³ΠΎ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠΈΡΠΎΠ²Π°Π½ΠΈΡ, Gameplay Framework ΠΈ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΠ΅ ΠΌΠ΅ΠΆΠ΄Ρ Π±Π»ΡΠΏΡΠΈΠ½ΡΠ°ΠΌΠΈ. ΠΡΠΎΠ±ΠΎΠ΅ Π²Π½ΠΈΠΌΠ°Π½ΠΈΠ΅ ΡΠ΄Π΅Π»Π΅Π½ΠΎ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠ΅ ΡΠ΅Π°Π»ΡΠ½ΠΎΠ³ΠΎ ΠΈΠ³ΡΠΎΠ²ΠΎΠ³ΠΎ ΠΏΡΠΎΠ΅ΠΊΡΠ° β ΡΡΡΠ΅ΡΠ° ΠΎΡ ΠΏΠ΅ΡΠ²ΠΎΠ³ΠΎ Π»ΠΈΡΠ°, Π²ΠΊΠ»ΡΡΠ°Ρ ΠΌΠ΅Ρ Π°Π½ΠΈΠΊΡ ΡΡΡΠ΅Π»ΡΠ±Ρ, ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ ΠΈ ΠΠ ΠΏΡΠΎΡΠΈΠ²Π½ΠΈΠΊΠΎΠ².
Brenden Sewell, Marcos Romero, 2025
This book introduces the Blueprints visual scripting system within the Unreal Engine. It is designed for designers who want to create game logic and programmers developing foundational elements. The content covers object-oriented programming basics, the Gameplay Framework, and inter-blueprint communication. A significant portion is dedicated to developing a real game project, a first-person shooter, including shooting mechanics, UI, and AI enemies.