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

Getting your game successfully out to an audience is quite possibly the most underrated and absolutely necessary skill in being a user of UE4. In this chapter, we will explore a couple of those avenues. Every team and every project will need to explore their respective platforms, but the process is fairly similar across each, with their own specifics of course. For some it's definitely more complicated to get to an audience than others, but hopefully by the end of this chapter you will have a good idea of the expectations to bring a product to just about any market. In this chapter we'll cover:

  • Packaging the game for the PC
  • Android and iOS setup
  • When and how to make standalone installed versions of the game
  • Build and run on Android and iOS
  • Compare UE4's play vs. package builds
  • Tips to avoid downtime to builds
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