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
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

The Level Blueprint user interface


The following screenshot features the Level Blueprint's user interface. Continuing with our style of dividing the UI into various parts, the interface is divided into sections, which we will go through individually.

The tab and menu bars

The tab bar is the same as that seen in all the other windows. Just like in the case of web browsers, you can see which windows are open, swap between them, and close any window you want from there.

The menu bar is where you can access all the general commands and actions that you would need.

  • File: In this menu, you can save your level, open any asset in your Content Browser, compile your blueprint, enable source control, and so on.

  • Edit: From this menu, you can perform actions such as undoing the last action, redoing it, searching for a specific node or expression, and so on.

  • View: Here, you can hide/unhide unused pins and unconnected pins (through which you connect nodes), zoom in, and zoom out in the event graph.

  • Debug...