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  • Book Overview & Buying Elevating Game Experiences with Unreal Engine 5
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Elevating Game Experiences with Unreal Engine 5

Elevating Game Experiences with Unreal Engine 5 - Second Edition

By : Gonçalo Marques , Devin Sherry, David Pereira , Hammad Fozi
4.2 (5)
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Elevating Game Experiences with Unreal Engine 5

Elevating Game Experiences with Unreal Engine 5

4.2 (5)
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)
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Working with Blend Space 1D, Key Bindings, and State Machines

In the previous chapter, we had a high-level look at animation and developing the game design for our SuperSideScroller project. You were provided with just the beginning steps in terms of developing the project itself. Then, you prepared the player character’s Animation Blueprint and character Blueprint, and also imported all of the required skeletal and animation assets.

In this chapter, we will set up the walking and jumping animations of our player character so that the movement has a sense of locomotion. To accomplish this, you will be introduced to Blend Spaces, Animation Blueprints, and Animation State Machines, the three pillars behind how character animations are controlled.

At this point, the character can move around the level, but is stuck in the T-Pose and does not animate at all. This can be fixed by creating a new Blend Space for the player character, which will be done in the very first exercise...

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Elevating Game Experiences with Unreal Engine 5
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