Book Image

Elevating Game Experiences with Unreal Engine 5 - Second Edition

By : Gonçalo Marques, Devin Sherry, David Pereira, Hammad Fozi
Book Image

Elevating Game Experiences with Unreal Engine 5 - Second Edition

By: Gonçalo Marques, Devin Sherry, David Pereira, Hammad Fozi

Overview of this book

Immerse yourself in the Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. Elevating Game Experiences with Unreal Engine 5 will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects. 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, where you'll learn the concepts of line traces, collisions, projectiles, user interface, and sound effects. You’ll also discover how to combine these concepts to showcase your new skills. The second project, a side-scroller game, will help you implement concepts such as animation blending, enemy AI, spawning objects, and collectibles. And finally, you'll cover the key concepts in creating a multiplayer environment as you work on the third project, an FPS game. By the end of this Unreal Engine book, you'll have a broad understanding of how to use the tools that the game engine provides to start building your own games.
Table of Contents (21 chapters)

Summary

With the player character skeleton, Skeletal Mesh, and animations imported into the engine, we can move on to the next chapter, where we will prepare the character movement and Update Animation Blueprint so that the character can animate while moving around the level.

From the exercises and activities of this chapter, you learned about how the skeleton and bones are used to animate and manipulate the character. With first-hand experience in importing and applying animations in UE5, you now have a strong understanding of the animation pipeline, from the character concept to the final assets being imported for your project.

We also took the necessary steps to outline what we want to accomplish with our SuperSideScroller game; that is, establishing how we want enemies to work, which power-ups to develop, how collectibles will work, and how the player HUD will look. Lastly, we explored how the character movement component works and how to manipulate its parameters to establish...