From the start of this chapter to its completion, we have now demonstrated how to persist level state and player state independently across traditional level loads, as well as the basics of streaming levels as the player moves around. These are fundamental to almost all conceivable games in UE4 and should now form the basis of whatever strategy works best for a team and project going forward. Always remember: make these decisions early! It can be nearly impossible, for example, to retrofit levels built assuming a hard level-load into a streaming model, but if you adopt that streaming model and help your team stick to its limits from day one, this is one worry that won't haunt you late in a project cycle.
Mastering Game Development with Unreal Engine 4 - Second Edition
By :
Mastering Game Development with Unreal Engine 4 - Second Edition
By:
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)
Preface
Free Chapter
Making a C++ Project for a First-person Shooter
Inventory and Weapons for the Player
Blueprint Review and When to Use BP Scripting
U.I. Necessities, Menus, HUD, and Load/Save
Adding Enemies!
Changing Levels, Streaming, and Retaining Data
Getting Audio in Your Game
Shader Editing and Optimization Tips
Adding an In-game Cutscene with Sequencer
Packaging the Game (PC, Mobile)
Volumetric Lightmaps, Fog, and Precomputing
In-scene Video and Visual Effects
Virtual Reality and Augmented Reality in UE4
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Customer Reviews