Book Image

Game Development Projects with Unreal Engine

By : Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry
Book Image

Game Development Projects with Unreal Engine

By: Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry

Overview of this book

Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects. Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects: building a dodgeball game. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills. You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment. By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life.
Table of Contents (19 chapters)
Preface

The Super Side Scroller Game Enemy

With the player character animating correctly when moving and performing the Throw animation, it is time to talk about the enemy type that the SuperSideScroller game will feature. We will have a simple type of enemy.

This enemy will have a basic back-and-forth movement pattern and will not support any attacks; only by colliding with the player character will it be able to inflict damage.

In the next exercise, you will set up the base enemy class in C++ for the first enemy type and configure the enemy's Blueprint and Animation Blueprint in preparation for Chapter 13, Enemy Artificial Intelligence, where you will implement the AI of this enemy. For the sake of efficiency and time, you will use the assets already provided by Unreal Engine 4 in the SideScroller template for the enemy. This means you will be using the skeleton, skeletal mesh, animations, and the Animation Blueprint of the default mannequin asset. Let's begin by creating...