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

In this chapter, you learned a lot about the importance of Visual and Audio Effects in the world of game development. Using a combination of C++ code and notifies, you were able to bring gameplay functionality to the player projectile and the enemy character colliding, as well as a layer of polish to this functionality by adding VFX and SFX. On top of this, you learned about how objects are spawned and destroyed in Unreal Engine 4.

Moreover, you learned about how Animation Montages are played, both from Blueprints and through C++. By migrating the logic of playing the Throw Animation Montage from Blueprint to C++, you learned how both methods work and how to use both implementations for your game.

By adding a new Animation Notify using C++, you were able to add this notify to the Throw Animation Montage, which allows the player to spawn the player projectile you created in the previous chapter. Through the use of the UWorld->SpawnActor() function, and adding a new...