With the release of Unreal Engine 4 there has been a major shift in how visual scripting is handled and what its capabilities are. No longer are we stuck with Kismet and its slow and unwieldy ways but now there’s Blueprints; a C++ based visual scripting solution that brings the power to the artist and an almost limitless amount of opportunities.
Although blueprints are around 10x slower than using C++ outright, as an artist I intend to make the most of them as much as possible in my upcoming work. They bring the ability to easily integrate interactive and complex features that would previously needed the abilities of a programmer to incorporate.
I am going to keep you up to date on my progress working with blueprints, uploading finished projects and working prototypes on this blog for you to use as you will and hopefully for you to tell me where I'm going wrong so that we can improve them together. This will be done in conjunction with my main blog as most of the work I produce will be in direct response to what I’m posting on there.
I am Elliott Pacel, a Technical Artist at Reflections, Ubisoft. This blog includes all the MaxScript/ Blueprints I have developed and for any working progress updates for script projects I am currently working on.