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

Shaders (and the Materials they are built from in UE4) are responsible for all we see in the game. Some are very simple and require no user input whatsoever (such as most UI work), but eventually, any team making a modern day 3D game will likely need some custom solutions, if not a huge number, beyond what comes packaged with the basic game and templates. Knowing how to create and modify them, how to use (and re-use) them efficiently at runtime, and some of the powerful capabilities they provide, is major importance. Thankfully, UE4 makes some of this much easier than other platforms with their Material Editor, saving time and resources for teams, but of course this comes at the risk of improper use, which can be devastating for performance. Throughout this chapter are tips to prevent that, while getting the most out of the system and tools. And keep in mind, our...