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)

Animation Montages

Have a look at the following figure:

Figure 12.2 – The Preview window alongside the Montage and Sections areas

Underneath the Preview window, you have the main montage timeline, in addition to other sections. Let’s evaluate these sections from top to bottom:

  • Montage: The Montage section is a collection of animations that can have one or more animations. You can also right-click on any point in the timeline to create a section.
  • Montage Sections: Sections allow you to compartmentalize the different parts of the montage into their own self-contained section, which allows you to set the order of how the individual animation sequences are played and whether a section should loop.

For the purposes of the Throw montage, you do not need to use this feature since you will only be using one animation in this montage:

  • Timing: The Timing section gives you a preview of the montage and the sequential order of the...