Book Image

Learning Unreal Engine Game Development

By : Joanna Lee
Book Image

Learning Unreal Engine Game Development

By: Joanna Lee

Overview of this book

Unreal Engine 4 is a powerful game development engine that provides rich functionalities to create 2D and 3D games across multiple platforms. Many people know what a game is and they play games every day, but how many of them know how to create a game? Unreal Engine technology powers hundreds of games, and thousands of individuals have built careers and companies around skills developed using this engine. Learning Unreal Engine 4 Game Development starts with small, simple game ideas and playable projects that you can actually finish. The book first teaches you the basics of using Unreal Engine to create a simple game level. Then, you'll learn how to add details such as actors, animation, effects, and so on to the game. The complexity will increase over the chapters and the examples chosen will help you learn a wide variety of game development techniques. This book aims to equip you with the confidence and skills to design and build your own games using Unreal Engine 4. By the end of this book, you'll have learnt about the entire Unreal suite and know how to successfully create fun, simple games.
Table of Contents (14 chapters)
Learning Unreal Engine Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Introducing volumes


Volumes are invisible areas that are created to help the game developers perform a certain function. They are used in conjunction with the objects in the level to perform a specific purpose. Volumes are commonly used to set boundaries that are intended to prevent players from gaining access to trigger events in the game, or use the Lightmass Importance Volume to change how light is calculated within an area in the map as in Chapter 2, Creating Your First Level.

Here's a list of the different types of volumes that can be customized and used in Unreal Engine 4. But feel free to quickly browse through each of the volumes here for now, and revisit them later when we start learning how to use them later in the book. For this chapter, you may focus your attention first on the Trigger Volume, as we will be using that in the later examples of this chapter.

Blocking Volume

The Blocking Volume can be used to prevent players/characters/game objects from entering a certain area of the...