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

Vector Transformation

Before you jump into the next exercise, it is important that you get to know about Vector Transformation and, more importantly, what the Transform Location function does. When it comes to an actor's location, there are two ways of thinking of its position: in terms of world space and local space. An actor's position in world space is its location relative to the world itself; in more simple terms, this is the location where you place the actual actor into the level. An actor's local position is its location relative to either itself or a parent actor.

Let's consider the BP_AIPoints actor as an example of what world space and local space are. Each of the locations of the Points array are local-space Vectors because they are positions relative to the world-space position of the BP_AIPoints actor itself. The following screenshot shows the list of Vectors in the Points array, as shown in the previous exercise. These values are positions relative...