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


Volumes are actors that have special properties. They can be seen as invisible triggers, each doing something different (depending on the type of volume) when the player enters them. There are various types of Volume actors available; each has a different property upon entering it. Volumes are only visible in the Editor mode and not in the actual game itself. Therefore, they are usually accompanied by another actor. For example, a Volume called Pain Causing Volume, as the name suggests, causes the player to take damage when it is entered into. It is obvious that developers would use this volume when the player walks through something hazardous, such as fire, electricity, and so on. Therefore, the volume would be placed around it. The fire would act as a visual cue indicating that the area is unsafe to go through, and the Pain Causing Volume would take care of the rest (cause damage to the player).

There are different types of volumes available to users. Let us take a look at them...