Book Image

Mastering Game Development with Unreal Engine 4 - Second Edition

By : Matt Edmonds
Book Image

Mastering Game Development with Unreal Engine 4 - Second Edition

By: Matt Edmonds

Overview of this book

<p>To make a basic combat game from scratch, you will quickly override existing UE4 classes, and add and implement simple C++ functions while running and building them. These are all discussed as a short summary for new developers and as a quick refresher for experienced developers. Next, you will build a combat player character with expanded controls, create logic for a character, swap weapons, attack and move, bridge over scene changes and transitions, retain data between scenes, and manage the scene-change process. </p><p>You will then build an intelligent enemy AI and add physics based particles for weapon impacts. You will also get acquainted with cutting-edge features such as Volumetric Lightmaps for precomputed lighting, and Atmospheric and Volumetric Fog, to build advanced visuals in our ongoing GitHub project. </p><p>Moving on, you will explore the tools required to build an in-game cut-scene for a more professional gameplay experience and story direction. </p><p>Along the way, you will implement a solid game UI, including writing a full in-game load and save system that will enable players to resume their game from any point. You will also prepare, build, and work on VR and AR taking them from editor to real-world, building two new projects one in each of these brand new areas of UE4 and integrate classes from the main project into AR! </p><p>By the end of the book, you will have mastered all major UE features and will be able to bring self-imagined games to life through Unreal Engine 4.18+.</p>
Table of Contents (15 chapters)

Introduction

Welcome to Mastering Unreal Engine 4! The goal of this book is to take individuals who are familiar with UE4 and C++ development to the next level in a holistic way. While some chapters will focus on specific system implementations and best practices in depth, others may give a more broad view of the large UE4 systems that are often used by content creation team members. By the end, you should have a solid foundation on which to make the best decisions concerning the use of UE4's technology with any scope or platform of project, and you will be able to guide a whole team towards seeing the project through to the end. There will be many areas in which you can directly implement these systems into game projects, but the overall goal of this book is to be able to address any needs from a technical direction side, giving you a base of knowledge that's a step above that of those who simply write code.

In this chapter, we will start a project for a basic combat game so that we have a basis for adding and working on more advanced features when we go forward. While some of this is automatically managed from UE4's game templates, we will go through all the necessary steps to make sure that the core setup referenced through the rest of the book is added, built, and tested, and that some new gameplay systems are implemented and demonstrated.

The major topics to be covered through the rest of this chapter are as follows:

  • Setting up and creating a new first-person shooter project
  • Overriding existing UE4 classes
  • Adding and implementing simple C++ functions for them
  • Quick review of build and running options