Book Image

Learning Unreal Engine Android Game Development

By : Nitish Misra
Book Image

Learning Unreal Engine Android Game Development

By: Nitish Misra

Overview of this book

<p>Have you ever wanted to create games that will get users hooked to their phones? Unreal Engine 4, with all its tools and power, will help make your dreams come true! Designed to get you working with Unreal Engine 4 from the very first page, this book will quickly guide you through the basics in the first two chapters. Once you get the hang of things, we will start developing our game—Bloques!</p> <p>Bloques is a puzzle game with four rooms. Each room will be more challenging than the previous, and as you develop, you will graduate from movement and character control to AI and spawning. Once you've created the game, you will learn how to port and publish your game to the Google Play Store.</p> <p>In addition to building an Android game from start to finish, you will also discover how to generate revenue, and how to optimize game performance using the tools and functionalities the engine provides. With this book, you will be inspired to come up with your own great ideas for your future game development projects.</p>
Table of Contents (15 chapters)
Learning Unreal Engine Android Game Development
About the Author
About the Reviewers

Visual Effects

Since we have already covered the Light class in the previous chapter, we are going to skip it and move straight to the Visual Effects class. The Visual Effects class contains actors that affect the visuals of the game. Although not necessary components of a game, they help improve its overall quality.

Moreover, they do not require a lot of memory.

There are various actors in Visual Effects classes:

  • Post Process Volume: This is an actor that can be used to manipulate the look and feel of the game. The effects will take place while the player is in the volume. There are many effects available. Some examples include Anti-Aliasing (removes hard edges of actors, giving them a smoother finish), Bloom (can be seen in real life when looking at a bright object against a darker background), Depth of Field (blurs objects based on their distance from a focal point), and much more. There are several effects that you can add to your game by using Post Process Volume; so experiment with...