Book Image

Unreal Engine 4.X By Example

By : Benjamin Carnall
Book Image

Unreal Engine 4.X By Example

By: Benjamin Carnall

Overview of this book

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today’s development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine’s tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine’s rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.
Table of Contents (17 chapters)
Unreal Engine 4.X By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Chapter 8. Advanced AI and Unreal Rendering

Great job on creating the beginnings of your boss AI and the first person character in Chapter 7! In this chapter we will be utilizing advanced concepts of the AI and projectile systems to expand both of these objects to match the feature set we described in the previous chapter. The other purpose of this chapter is to expose you to the rendering systems found within UE4. We will be learning how to create custom material for our boss character that utilizes some of the advanced properties of the UE4 rendering system.

We will also cover some basic graphics programming theory that will assist in understanding what's happening under the hood. When working with any graphics system it is always important to have a firm understanding of the theory within which the system will operate. In short, we will be learning the following topics:

  • Homing projectile implementations

  • C++ implementation of a task within a behavior tree

  • Advanced AI controller interaction...