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

Enumerations

An enumeration is a user-defined data type that holds a list of integer constants, where each item has a human-friendly name assigned by you, which makes the code easier to read. As an example, we could use an integer variable to represent the different states that a character can be in – 0 means it's idle, 1 means it's walking, and so on. The problem with this approach is that when you start writing code such as if(State == 0), it will become hard to remember what 0 means, especially if you have a lot of states, without using some documentation or comments to help you remember. To fix this problem, you should use enumerations, where you can write code such as if(State == EState::Idle), which is much more explicit and easier to understand.

In C++, you have two types of enums, the older raw enums and the new enum classes, introduced in C++11. If you want to use C++ enumerations in the editor, your first instinct might be to do it in the typical way,...