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

DefaultInput.ini

If you go to your project's directory, using File Explorer, and then open its Config folder, you'll find some .ini files in it, one of which should be the DefaultInput.ini file. As the name suggests, this file holds the main settings and configuration for input-related properties.

In the first exercise of this chapter, where we edited the project's Input settings, what was happening, in reality, was that the editor was writing to and reading from the DefaultInput.ini file.

Open this file in a text editor of your choice. It contains many properties, but the ones we want to take a look at now are the list of Action Mappings and Axis Mappings. Near the end of the file, you should see, for instance, the Jump action being specified in this file:

+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,  bAlt=False,bCmd=False,Key=SpaceBar)
+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,  bAlt=False,bCmd=False,Key...