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

Physical Materials

In UE4, the way you can customize how an object behaves while simulating physics is through Physical Materials. In order to get into this new type of asset, let's create our own:

  1. Create a new folder inside the Content folder called Physics.
  2. Right-click on the Content Browser while inside that folder and, under the Create Advanced Asset section, go to the Physics subsection and select Physical Material.
  3. Name this new Physical Material PM_Dodgeball.
  4. Open the asset and take a look at the available options.

Figure 6.13: Asset options

The main options we should note are as follows:

  • Friction: This property goes from 0 to 1 and specifies how much friction will affect this object (0 means this object will slide as if it was on ice, while 1 means this object will stick like a piece of gum).
  • Restitution (also known as Bounciness): This property goes from 0 to 1 and specifies how much velocity will be kept after colliding...