Index
A
- action mapping
- about / Mapping the inputs
- AI
- about / The overall idea
- AI assets
- about / The AI assets
- Behavior Tree asset / Behavior Tree
- BTTask / BTTask
- BTService / BTService
- Blackboard asset / Blackboard
- ambient occlusion (AO)
- about / The ambient occlusion
- settings / AO settings
- animated fog
- about / The animated fog
- color / Color
- exponential height fog, animating / Animating exponential height fog
- cinematic, saving as video / Saving the cinematic as video
- animation assets, character controller
- about / Animation assets
- sockets, adding to skeleton / Adding sockets to the skeleton
- blend space, creating / Creating the blend space
- animation blueprint / The animation blueprint
- animation blueprint
- about / The animation blueprint
- animations
- about / Adding animations to the UI
- adding, to UI / Adding animations to the UI
- art of level design
- about / The art of level design
- assets, placing into world / Placing assets into the world
- brushes, using for enhancing level design / Using brushes to enhance level design
- lights, adding to level / Adding lights to the level
- Atmospheric Fog
- about / Atmospheric Fog
- adding / Adding it
- audio files
- importing / Importing audio files
- audio volumes
- about / Audio volumes
- axis mapping
- about / Mapping the inputs
B
- base class, collectable
- about / The base class
- PickupBase.h / PickupBase.h
- PickupBase.cpp / PickupBase.cpp
- behavior tree
- about / Building the behavior tree
- building / Building the behavior tree
- blackboard / Building the behavior tree
- Bellz cinematic
- about / Bellz cinematic
- Binding Keys / Mapping the inputs
- blueprint
- creating / Creating the blueprint
- blueprint, collectable
- building / Building the blueprint
- blueprint data structure
- about / Blueprint data structure
- blueprint debugger
- about / The blueprint debugger
- blueprints
- game data, saving / Saving and loading game data in blueprints
- game data, loading / Saving and loading game data in blueprints
- box shape
- about / Reflection Capture actors
- BSP / Using brushes to enhance level design
- BTService / Building the behavior tree
- BTTask / Building the behavior tree
C
- C++
- game data, saving / Saving and loading game data in C++
- game data, loading / Saving and loading game data in C++
- C++ data structure
- about / C++ data structure
- GameDataTables.h / GameDataTables.h
- GameDataTables.cpp / GameDataTables.cpp
- C++ game
- overview / Overview of the game
- C++ logic
- building / Building the C++ logic
- Enemy class / Building the C++ logic
- EnemyAIController class / Building the C++ logic
- C++ project
- creating / Creating a C++ project
- project directory / Creating a C++ project
- project settings / The project settings
- editor settings / The editor settings
- inputs, mapping / Mapping the inputs
- assets, migrating / Migrating assets
- MarketPlace assets, using / Using MarketPlace assets
- animations, retargetting / Retargeting animations
- character controller, setting up
- code project / The code project
- C++ class, creating / Creating the C++ class
- code, editing / Editing and adding code
- code, adding / Editing and adding code
- Gladiator header (.h) file / The Gladiator header (.h) file
- Gladiator source (.cpp) file / The Gladiator source (.cpp) file
- code, compiling / Compiling the code
- animation assets / Animation assets
- blueprint, building / Building the blueprint
- blueprint, adding to GameMode / Adding the blueprint to the GameMode
- cinematic actor
- about / Matinee actor (cinematic actor)
- coin class, collectable
- about / The coin class
- CoinPickup.h / CoinPickup.h
- CoinPickup.cpp / CoinPickup.cpp
- collectable
- making / Making it collectable
- blueprint, building / Building the blueprint
- collectables
- overview / The idea behind collectables
- Collision Analyzer
- about / The Collision Analyzer
- using / The Collision Analyzer
- console
- about / The console
- content
- cooking / Cooking the content
- Curve Editor
- about / Curve Editor
- areas / Curve Editor
- interpolation modes / Interpolation modes
- curves, organizing / Organizing curves
- curve, adding to graph / Adding curves to the graph
- curve, removing from graph / Removing curves from the graph
- organizing, with tabs / Organizing the curve editor with tabs
D
- data structure
- creating / Creating a data structure
- data tables
- reading from / Reading from data tables
- reading, through C++ / Reading data through C++
- reading, through blueprints / Reading through blueprints
- data table sheet
- about / Data table sheets
- creating / Creating the data table asset
- Depth Of Field (DOF) visualizer
- about / The view modes and visualizers
- Description settings
- about / Description settings
- details panel
- about / The details panel
- particle system / Particle system
- particle emitter / The particle emitter
- particle modules / Particle modules
- Device Manager
- about / The Device Manager
- Device Profiles
- about / Device Profiles
- different screens
- adding / Adding different screens
- DLCs
- about / Project Launcher and DLCs
- packaging / Packaging a patch or DLC
E
- emitters panel
- about / The emitters panel
- modules, adding / The emitters panel
- supported categories / The emitters panel
- Enemy
- EnemyAIController
- about / EnemyAIController
- .h / EnemyAIController.h
- .cpp / EnemyAIController.cpp
- Exponential Height Fog
- about / Exponential Height Fog
- adding / Adding it
F
- fog effects
- about / The fog effects
- Atmospheric Fog / Atmospheric Fog
- Exponential Height Fog / Exponential Height Fog
- FPS charts
- about / The FPS charts
G
- game
- packaging / Packaging the game
- game data
- saving, in C++ / Saving and loading game data in C++
- loading, in C++ / Saving and loading game data in C++
- saving, in blueprints / Saving and loading game data in blueprints
- loading, in blueprints / Saving and loading game data in blueprints
- Game Design Document (GDD) / The overall idea
- game logic
- UI, connecting with / Connecting the UI with the game logic
- game UI widget
- about / The game UI widget
- Gladiator header (.h) file
- about / The Gladiator header (.h) file
- BeginPlay / The Gladiator header (.h) file
- CameraBoom / The Gladiator header (.h) file
- FollowCamera / The Gladiator header (.h) file
- EffectSprite / The Gladiator header (.h) file
- AGladiator / The Gladiator header (.h) file
- BaseTurnRate / The Gladiator header (.h) file
- BaseLookUpRate / The Gladiator header (.h) file
- JumpingVelocity / The Gladiator header (.h) file
- IsStillAlive / The Gladiator header (.h) file
- IsAttacking / The Gladiator header (.h) file
- WeaponIndex / The Gladiator header (.h) file
- IsControlable / The Gladiator header (.h) file
- TablesInstance / The Gladiator header (.h) file
- GetIsStillAlive / The Gladiator header (.h) file
- OnSetPlayerController / The Gladiator header (.h) file
- OnChangeHealthByAmount / The Gladiator header (.h) file
- OnGetHealthAmount / The Gladiator header (.h) file
- OnPostAttack / The Gladiator header (.h) file
- GetCameraBoom / The Gladiator header (.h) file
- GetFollowCamera / The Gladiator header (.h) file
- MoveForward / The Gladiator header (.h) file
- MoveRight / The Gladiator header (.h) file
- Jump / The Gladiator header (.h) file
- StopJumpinp / The Gladiator header (.h) file
- OnAttack / The Gladiator header (.h) file
- OnChangeWeapon / The Gladiator header (.h) file
- TurnAtRate / The Gladiator header (.h) file
- LookUpAtRate / The Gladiator header (.h) file
- TotalHealth / The Gladiator header (.h) file
- AttackRange / The Gladiator header (.h) file
- SetupPlayerInputComponent / The Gladiator header (.h) file
- Public / The Gladiator header (.h) file
- Private / The Gladiator header (.h) file
- UPROPERTY / The Gladiator header (.h) file
- UFUNCTION / The Gladiator header (.h) file
- Gladiator source (.cpp) file
- about / The Gladiator source (.cpp) file
- includes / The includes
- constructor / The constructor
- BeginPlay / BeginPlay
- SetupPlayerInputComponent / SetupPlayerInputComponent
- jump function / Jump
- StopJumping / StopJumping
- OnAttack / OnAttack
- OnPostAttack / OnPostAttack
- OnChangeWeapon / OnChangeWeapon
- TurnAtRate / TurnAtRate
- LookUpAtRate / LookUpAtRate
- OnSetPlayerController / OnSetPlayerController
- OnChangeHealthByAmount / OnChangeHealthByAmount
- MoveForward / MoveForward
- MoveRight / MoveRight
- GPU visualizer
- about / The GPU visualizer
I
- inputs, C++ project
- gamepad / Mapping the inputs
- keyboard / Mapping the inputs
- mouse / Mapping the inputs
- motion controllers / Mapping the inputs
- gesture / Mapping the inputs
- steam / Mapping the inputs
- Xbox One / Mapping the inputs
- Android / Mapping the inputs
- action mapping / Mapping the inputs
- axis mapping / Mapping the inputs
- interpolation modes, Curve Editor
- Auto / Interpolation modes
- Auto Clamped / Interpolation modes
- User / Interpolation modes
- Break / Interpolation modes
- Linear / Interpolation modes
- Constant / Interpolation modes
K
- keys / Curve Editor
L
- level
- art of level design / The art of level design
- lightmaps, building / Building lightmaps for a level
- water surfaces, creating / Creating water surfaces
- level design process
- reference / The art of level design
- lightmaps
- about / The lightmass
- lightmass
- about / The lightmass
- lightmass settings
- about / Lightmass settings
- World Settings / World Settings
- importance volume settings / Importance volume settings
M
- Maps & Modes settings
- about / Maps
- Matinee actor
- about / Matinee actor (cinematic actor)
- options / Matinee actor (cinematic actor)
- Matinee Editor / Matinee Editor
- groups / Groups
- tracks / Tracks
- Matinee Editor
- Toolbar / Matinee Editor
- Curve Editor / Matinee Editor
- Tracks / Matinee Editor
- Details / Matinee Editor
- milliseconds (ms)
- about / The GPU visualizer
N
- navigation mesh
- about / The navigation mesh
- notifies
- adding / Adding notifies
P
- packaging settings
- about / Packaging settings
- parameters
- changing at runtime / Changing parameters at runtime
- particle emitter, details panel
- about / The particle emitter
- particle / Particle
- Cascade / Cascade
- particle modules, details panel
- about / Particle modules
- Cascade options / Cascade
- particles
- spawning / Spawning particles
- particles editor
- about / The particles editor
- particle system, details panel
- patch
- packaging / Packaging a patch or DLC
- Platform settings
- about / Platform settings
- Player Start
- about / Player Start
- Play In Editor (PIE)
- about / The Collision Analyzer
- points / Curve Editor
- post process project settings
- about / The post process project settings
- post process volume / The post process volume
- available effects / The available effects
- post process volume settings
- properties / The properties
- project
- preparing, for building / Preparing the project for building
- project directory, C++ project
- Binaries / Creating a C++ project
- Build / Creating a C++ project
- Config / Creating a C++ project
- Content / Creating a C++ project
- Intermediate / Creating a C++ project
- Saved / Creating a C++ project
- Source / Creating a C++ project
- PNGImage / Creating a C++ project
- SQLFile / Creating a C++ project
- Visual Studio solution / Creating a C++ project
- Unreal Engine Project / Creating a C++ project
- Project Launcher
- about / Project Launcher and DLCs
- project settings
- about / Packaging settings
- public functions
- Constructor / Editing and adding code
- BeginPlay / Editing and adding code
- Tick / Editing and adding code
- SetupPlayerInputComponent / Editing and adding code
R
- Reflection Capture
- about / Reflection Capture
- actors / Reflection Capture actors
- release
- packaging / Packaging a release
S
- *.sav file
- about / The *.sav file
- SaveGame class
- building / Building the SaveGame class
- sensing component / Enemy.h
- show flags
- about / The console
- sound assets
- about / Sound assets
- Dialogue Wave / Dialogue Wave
- media sound wave / Media sound wave
- reverb effect / Reverb effect
- sound attenuation / Sound attenuation
- Sound Class / Sound Class
- sound cue / Sound cue
- sound mix / Sound mixes
- sound cue editor
- about / Sound cue editor
- sound effects
- playing / Playing sound effects
- playing, through C++ code / Playing sound effects
- playing, through blueprint nodes / Playing sound effects
- playing, through animation notifications / Playing sound effects
- playing, through drag and drop / Playing sound effects
- sphere shape
- about / Reflection Capture actors
- Swarm Agent
- about / The Swarm Agent
T
- Third Person Game template / Creating water surfaces
- toolbar
U
- UI
- constructing / Constructing the UI
- animations, adding / Adding animations to the UI
- connecting, with game logic / Connecting the UI with the game logic
- UI widgets
- about / The game UI widget
- UMG
- about / UMG as Unreal's UI system
- as Unreal's UI system / UMG as Unreal's UI system
- UMG Designer
- about / UMG as Unreal's UI system, UMG Designer
- Toggle mode / The Toggle mode
- Palette / Palette
- hierarchy / The hierarchy
- animations / Animations
- canvas / Canvas
- Details panel / The Details panel
V
- variables, for animation blueprint
- inAir / The animation blueprint
- movementSpeed / The animation blueprint
- isAttacking / The animation blueprint
- isStllAlive / The animation blueprint
- attackAnimationIndex / The animation blueprint
- view modes
- about / The view modes and visualizers
- Unlit / The view modes and visualizers
- Wireframe / The view modes and visualizers
- Light Only / The view modes and visualizers
- Lightmap Density / The view modes and visualizers
- Reflections / The view modes and visualizers
- viewport panel
- about / The viewport panel
- viewing options / The viewport panel
- timing options / The viewport panel
- visualizers
- about / The view modes and visualizers