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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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Animation Blending and Montages

In the previous chapter, you were able to bring the player character to life by implementing movement animations in a Blend Space and using that Blend Space in an Animation Blueprint to drive the animations based on the player’s speed. You were then able to implement functionality in C++ based on player input to allow the character to sprint. Lastly, you took advantage of the Animation State Machine built-in Animation Blueprints to drive the character’s movement state and jumping states to allow fluid transitions between walking and jumping.

With the player character’s Animation Blueprint and State Machine working, it’s time to introduce Animation Montages and Anim Slots by implementing the character’s Throw animation. In this chapter, you will learn more about animation blending, see how Unreal Engine handles the blending of multiple animations by creating an Animation Montage, and work with a new Anim Slot for...

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