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. What advantages and disadvantages does including starting content in a new project entail?
  2. When making a VR or AR project, what is the primary reason to keep it blueprint only as long as possible?
  3. What step is necessary to getting every Android project to build and deploy?
  4. What are some advantages and disadvantages to the GearVR platform over the current PC/Console versions?
  5. When adding movement via the HMD, what problems could it cause a user? How was it mitigated?
  6. Which basic Android settings for the AR template are already set that we had to set for the VR template?
  7. When converting from blueprint only to a C++ project, what two steps are taken?
  8. How are assets migrated from one project to another with full dependencies?