January 21, 2019

UE4 Blueprint Instructor Guide is now available

By Melissa Robinson

Blueprint Visual Scripting has brought fundamental programming concepts to those who thought they could never code. Artists, designers, filmmakers and more are harnessing this powerful visual scripting language to create amazing, interactive experiences in Unreal Engine 4.
Core programming principles are simply easier to understand through the use of a node-based, graphical interface. Blueprints aren’t a compromised scripting system, instead, users have deep access to the tools and features in UE4 needed to create high-quality, interactive, real-time projects in industries such as game development, industrial design, architecture visualization, and TV/film.

Since Blueprint is a programming language based on C++, and with deep roots into Unreal Engine 4, getting the most from it requires proper instruction. This is why Epic Games decided to partner with UE4 game programmer Marcos Romero to create a resource for instructors to use while teaching Blueprints in their classrooms. The UE4 Blueprint Instructor Guide is packed with lectures, assessments, quizzes, terminology and project files. Like all Epic’s resources for educators, the guide is released under a Creative Commons license; instructors can use these guides as-is or incorporate them into their own lectures. 

We chatted with Marcos Romero, the author of the Blueprints Instructor Guide, about his experience working in UE4 Blueprints.

How did you discover Blueprints?

Marcos: In June 2013, when Unreal Engine 4 was still secret, Epic Games invited me to the Unreal Engine 4 Beta program because of my blog "Romero UnrealScript". I'm a programmer and my main interest is Gameplay Programming, so Blueprints became my primary focus.
What’s your favorite part of working with Blueprint Visual Scripting?

Marcos: The Blueprint Editor is integrated with the main Editor, so it is very fast to test what is being done in Blueprint(s).

How have Blueprints impacted your work as a teacher and a game developer?

Marcos: When I discovered Blueprints, I saw the potential of this visual programming language and knew that the community would need more tutorials to help understand how Blueprints work. In March 2014, when Unreal Engine 4 was launched, I started my blog "Romero Blueprints" to teach how to program games using only Unreal Engine 4 Blueprints.

How do you like Blueprint as a visual programming language?

Marcos: Usually, visual programming languages have some limitations, but in Blueprints I found all the essential elements of a traditional programming language that made me feel at home as a programmer. This flexibility makes it easy for non-programmers to use.
What responses have you received from your blog about UE4 and Blueprints?

Marcos: Most of my readers are glad because Unreal Engine 4 is available as a complete product. About Blueprints, non-programmers see it as an opportunity to be able to create some logic in their games without relying on programmers. 

We just released the UE4 Blueprint Instructor Guide. Who is this guide helpful for?

Marcos: The main audience are educators who want to teach Unreal Engine 4 Blueprints in their classrooms. It’s an extensive topic, and it’s necessary to understand its various elements to unlock the full power of the Blueprints.