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)

Summary

In this chapter, we have gone from having potentially no engine, zero source code, and no projects to having a local build of the UE4 engine and an FPS project of our own, and added code and overriding functions to add new gameplay to it. This is a great start, and gets us past many of the hurdles in making games and gives us a great foundation to build upon in subsequent chapters.

Next, we'll be looking much more in-depth at controls and improvements we can make on the basics that we mentioned in this chapter. We will also learn how to add some more game features, including inventory and weapon pickups. After that, there will be a much more in-depth discussion of blueprints and what they do for us, why they are so valuable, and when they can be a problem. Rounding out our initial efforts in this section, we will look at the UI, loading and saving, and adding an AI creature, before we quickly accelerate into several more advanced and varied topics in the following chapters!