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)

Exploring 2D Blend Spaces

In Chapter 2, Working with Unreal Engine, we created a 1D Blend Space to blend between the movement states (idle, walk, and run) of a character based on the value of the Speed axis. For that specific example, it worked pretty well because you only needed one axis, but if we wanted the character to also be able to strafe, then we couldn’t do that.

To contemplate that case, Unreal Engine allows you to create 2D Blend Spaces. The concept is almost the same; the only difference is that you have an extra axis for animations, so you can blend between them not only horizontally, but also vertically.

Let’s apply our knowledge of 1D Blend Spaces to the next exercise, where we will create a 2D Blend Space for the movement of a character that can also strafe.

Exercise 16.04 – Creating a movement 2D Blend Space

In this exercise, we’re going to create a Blend Space that uses two axes instead of one. The vertical axis will be Speed...