Fundamental comfort with using Unreal Engine 4 is an important starting point, but it's not mandatory. The objective of this book is to take those who work with the technology to a level where they are comfortable enough with all aspects to be a leader and driver of that technology on a project. While UE4 is a multi-platform set of technology, a Windows PC with Visual Studio is the primary development platform. MacBook Pro and XCode are also used frequently, and Android phones (including GearVR) and iOS devices are also represented.
To get the most out of this book
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The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Mastering-Game-Development-with-Unreal-Engine-4-Second-Edition. In case there's an update to the code, it will be updated on the existing GitHub repository.
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Download the color images
We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: https://www.packtpub.com/sites/default/files/downloads/9781788991445_ColorImages.pdf.
Conventions used
There are a number of text conventions used throughout this book.
CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "Mount the downloaded WebStorm-10*.dmg disk image file as another disk in your system."
A block of code is set as follows:
/** Muzzle offset */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Projectile) class USceneComponent* MuzzleLocation;
Any command-line input or output is written as follows:
$ mkdir css
$ cd css
Bold: Indicates a new term, an important word, or words that you see onscreen. For example, words in menus or dialog boxes appear in the text like this. Here is an example: "Select System info from the Administration panel."