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)

Questions

  1. Why is MP4 typically the best choice for videos in UE4? (Hint: see the Further reading section for some details)
  2. If a single Media Player is referenced on multiple actors, what happens when opening that media?
  3. What's the quick simple way to get your video texture and video material?
  4. Why was the constant multiplier added to color output of the material here?
  5. What's a good strategy to save time in both C++ and asset creation that we used with the particle emitter?
  6. Why should we attach the emitter to our projectile rather than have it stay still in space, as first implemented?
  7. How did we get the emitters aligned with the projectile direction?
  8. When is it disadvantageous to have particles simulate on the GPU (which can easily be changed in Cascade)?