Book Image

Unreal Engine 4 Game Development Essentials

By : Satheesh PV, Satheesh P.V
Book Image

Unreal Engine 4 Game Development Essentials

By: Satheesh PV, Satheesh P.V

Overview of this book

Unreal Engine 4 is a complete suite of game development tools that gives you power to develop your game and seamlessly deploy it to iOS and Android devices. It can be used for the development of simple 2D games or even stunning high-end visuals. Unreal Engine features a high degree of portability and is a tool used by many game developers today. This book will introduce you to the most popular game development tool called Unreal Engine 4 with hands-on instructions for building stunning video games. You will begin by creating a new project or prototype by learning the essentials of Unreal Engine by getting familiar with the UI and Content Browser. Next, we'll import a sample asset from Autodesk 3ds max and learn more about Material Editor. After that we will learn more about Post Process. From there we will continue to learn more about Blueprints, Lights, UMG, C++ and more.
Table of Contents (19 chapters)
Unreal Engine 4 Game Development Essentials
Credits
About the Author
Acknowledgements
About the Reviewer
www.PacktPub.com
Preface
Index

Preface

The purpose of Unreal Engine 4 Game Development Essentials is to teach people interested in using Unreal Engine how to create video games. You will learn what Unreal Engine is and how to download and use it. From there, we will go through the collection of tools available in Unreal Engine 4 including Materials, Blueprints, Matinee, UMG, C++, and more.

What this book covers

Chapter 1, Introduction to Unreal Engine 4, is where we begin our journey on Unreal Engine 4 Game Development Essentials. In this chapter, the reader will learn how and where to download Unreal Engine as well as the difference between the source version and launcher version. After the Engine's installation (or compilation, if it was the source version) we will get comfortable with the user interface of Unreal Engine. We will also learn about the basics of Content Browser, BSP, and how to change the splash screen and the icons for your game.

Chapter 2, Importing Assets, teaches how to import your custom FBX assets into Unreal Engine once we get the Engine up and running. You will learn about collisions, materials, and the level of detail.

Chapter 3, Materials, teaches you about the Material editor and some common nodes used to create shaders for your assets. After learning the basics of Material, we will create an example material function that can change the intensity of a normal map.

Chapter 4, Post Process, continues to post-processing after teaching you about materials. In this chapter, you will learn how to override the default post process settings. After that, we will learn how to add our own post process volume and learn a simple but very powerful feature called LUT. After that, we will create a special material that can be used with post process, and this material will have the ability to highlight user-defined objects in the world.

Chapter 5, Lights, gets us halfway through our Unreal Engine 4 Game Development Essentials journey, and this chapter will introduce you to the lighting system. We start of by covering the basics, such as placing lights and going through the common settings. You will then learn more about the Lightmass Global Illumination system, including how to properly prepare a UV channel for your asset to be used with Lightmass. By the end of this chapter, you will learn how to build your scene with Lightmass as well as Lightmass settings.

Chapter 6, Blueprints, teaches you what Blueprints are and about the various types of Blueprints that are available in the Engine. Blueprints are Unreal Engine's number one tool that allows artists and designers to quickly prototype their game (or even make one!). You will also learn about the different graph types, such as event graph, function graph, macro graph, and so on, and how to spawn a Blueprint dynamically at runtime.

Chapter 7, Matinee, looks at the cinematic side of Unreal Engine 4 and the tool associated with it, called Matinee. You will learn what Matinee is, how to create one, and get familiar with the UI. After the basics, we will learn how to manipulate objects in Matinee as well as create a very basic cutscene, which we will trigger using Blueprints.

Chapter 8, Unreal Motion Graphics, teaches you to create a basic HUD that shows the health of the player. Unreal Motion Graphics (UMG) is the UI authoring tool in Unreal Engine. UMG is used to create Player HUD, Main Menu, Pause Menu, and so on. You will also learn how to create 3D widgets, which can be placed in the world or attached to an actor class.

Chapter 9, Particles, looks at the extremely powerful and robust tool called cascade particle editor and creates a particle system, as no game is good without good visual effects. We then combine this with simple Blueprint scripting to create randomly bursting particles.

Chapter 10, Introduction to Unreal C++, goes over C++ as we draw close to the end of our Unreal Engine 4 Game Development Essentials journey. In this chapter, you will learn how to get Visual Studio 2015 Community Edition and learn the basics of C++ by inspecting the Third Person Template character class. We will then extend this class to add support for health and the health regeneration system. You will also learn how to expose variables and functions to Blueprint Editor.

Chapter 11, Packaging Project, brings us to the end of our Unreal Engine 4 Game Development Essentials journey. In this final chapter, we will recap all the things we've done, including a few tips, and finally, you will learn how to create a release version of your game.

What you need for this book

Unreal Engine 4.9 or higher

Who this book is for

This book is aimed at anyone who is interested in learning game development using Unreal Engine 4. If you are passionate about developing games and want to know about the essentials of Unreal Engine 4 and its tools, then this book will get you up and running quickly. Unreal Engine 4 will be your next step towards creating next gen video games for all platforms, including mobile and consoles.

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "This adds or removes a path (it can be a virtual package path such as \Game\MyContent\ or an absolute path such as C:\My Contents) for the engine to monitor new content."

A block of code is set as follows:

void APACKT_CPPCharacter::RegenerateHealth()
{
    if (Health >= GetClass()->GetDefaultObject<ABaseCharacter>()->Health)
    {
        Health = GetClass()->GetDefaultObject<ABaseCharacter>()->Health;
    }
    else
    {
        Health += RegenerateAmount;
        FTimerHandle TimerHandle_ReRunRegenerateHealth;
        GetWorldTimerManager().SetTimer( TimerHandle_ ReRunRegenerateHealth, this, &APACKT_CPPCharacter::RegenerateHealth, RegenDelay );
    }
}

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Once you log in, you can download the launcher by clicking on the big orange Download button under Get Unreal Engine."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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