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

Summary

With the enemy set up with the C++ class, Blueprint, and Material, you are ready to move on to the next chapter, where you will create the AI for this enemy by taking advantage of systems such as Behavior Trees in Unreal Engine 4.

From the exercises and activities of this chapter, you learned how to create an Animation Montage that allows the playing of animations. You also learned how to set up an Anim Slot within this montage to categorize it for the player character's upper body.

Next, you learned how to cache the output pose of a state machine by using the Use Cached Pose node so that this pose can be referenced in multiple instances for more complex Animation Blueprints. Then, by learning about the Layered blend per bone function, you were able to blend the base movement pose with the additive layer of the Throw animation by using the Anim Slot.

Lastly, you put together the base of the enemy by creating the C++ class, Blueprint, and other assets so that they...