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

Collision

A collision is basically a point at which two objects come into contact with each other (for example, two objects colliding, an object hitting a character, a character walking into a wall, and so on). Most game development tools have their own set of features that allow for collision and physics to exist inside the game. This set of features is called a Physics Engine, which is responsible for everything related to collisions. It is responsible for executing Line Traces, checking whether two objects are overlapping each other, blocking each other's movement, bouncing off of a wall, and much more. When we ask the game to execute or notify us of these collision events, the game is essentially asking the Physics Engine to execute it and then show us the results of these collision events.

In the Dodgeball game you will be building, examples of where collision needs to be taken into account include checking whether enemies are able to see the player (which will be achieved...