Framework Blueprints

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Transcript

Welcome back everyone in this series of videos, we are going to be putting together the framework for our entire game. At this point, we have a bunch of game like components put together things such as a level layout, we've got some actor class blueprints, we've got things such as the menu screen layouts put together, but we don't really have a full end to end game. We need to put all those components together so that we can have an actual beginning to the game from a start menu all the way through in end of game sequence as well. And in order to make this all happen, we need to utilize some things within unreal, known as framework blueprints. Now, unbeknownst to you up at this point, there are some framework blueprints that we have not really talked about yet that determine things about our game. What are these framework blueprints and what are some of the things that they determined?

Well, if I may direct your attention To the Settings button up here, and you select Project Settings. Now I'd like to direct your attention over to the left hand portion of the Project Settings and select this maps and modes options. What you see in this area of maps and modes are what are referred to as game mode blueprints that are determining certain aspects about your game. This is our project setting. So these are the current framework blueprints slotted in for our project. Also, there's another framework blueprint down below known as a Game Instance framework blueprint.

We'll be utilizing that later on, but for now, I want to just focus on these up at the top. We've got this game mode blueprint, this acts as a sort of master blueprint that determines the rest of these framework blueprints down below. If I click on this little magnifying glass icon I can browse through our First Person game mode blueprint. And it's located right here in our content first person BP Blueprints folder right next to our First Person character. If I double click on this guy and open them up, you can see that currently there is no script that exists in the Event Graph. But the purpose of a game or blueprint is this is the place you want to keep any script related to the rules of your games, things such as if my character dies, does he respond?

Where does he respond? Things of that nature, the rules are usually contained within the game mode blueprint. Other things that the game of blueprint determines are all the other blueprints with our class defaults button selected here in our game old blueprint. In the Details panel, you can see that all of our other framework blueprints are slotted in within the game of blueprint things such as what character we class. By default, our pawn class that is the character that we are controlling is our First Person character. You also see a crosshair appear on the screen when we are playing.

That is determined in our HUD class framework blueprint, our First Person HUD, and if I click on this right here browse to the asset in the Content Browser. You can see that our First Person HUD is also located in this same directory. If I double click on this guy to open them up, you can see here is a script for drawing our crosshair to the center of the screen. Now, where did these blueprints come from? How did they magically appear can I create them, they do not magically appear? Yes, you can create them and the place you can create the mat is right down here in your content browser by right clicking, going to blueprint class.

And up until now we've only selected the actor parent class. But you can create other framework blueprints such as a game mode blueprint which we will be creating in this course a Player Controller blueprint which we will be utilizing to call upon some pause menu functionality. And down below you may have an all classes section down here this is where you can find things such as a HUD blueprints, which we will be utilizing as well as a Game Instance blueprints. Those are all considered framework blueprints. Anyways, that's a very high level discussion regarding framework blueprints in Unreal Engine four we will be utilizing them going forward. So that is going to do it all for this one guys.

We will see you in the next videos where we will begin to make use of some of these framework blueprints. We'll see you there

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