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

Introduction

In the previous chapter, we came across some of the basic concepts of collision, namely Line Traces and Sweep Traces. We learned how to execute different types of Line Traces, how to create our own custom Trace Channels, and how to change how an object responds to a specific channel. Many of the things you learned in the previous chapter will be used in this chapter, where we'll learn about object collision.

Throughout this chapter, we will continue to build upon our top-down Dodgeball game by adding game mechanics that revolve around object collision. We will create the Dodgeball actor, which will act as a dodgeball that bounces off of the floor and walls; a Wall actor, which will block all objects; a Ghost Wall actor, which will only block the player, not the enemies' lines of sight or the dodgeball; and a Victory Box actor, which will end the game when the player enters the Victory Box, representing the end of the level.

Before we start creating our...