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

UMG Editor


To access the UMG Editor and make your user interface, you first need to create a Widget Blueprint class. Right-click in the Content Browser, and under User Interface, select Widget Blueprint. Name it Main_Menu, and double-click on it to open the UMG Editor.

The tab and menu bar

The tab bar shows the currently open tabs. You can switch, close, rearrange, and move any tab from here.

The menu bar is where you can find the actions you would use:

  • File: From here, you can save your widget blueprint, compile the blueprint you created, open a selected asset, and so on.

  • Edit: Here, you can undo or redo the last action and open the Editor and Project Preferences.

  • Asset: From here, you can find any asset you have selected in the Content Browser as well as find said asset's references in the widget.

  • View: Here, you can choose to hide/unhide any unused pins that are present in the blueprint.

  • Debug: If you have created breakpoints in your blueprint (to debug errors), then you can enable/disable...