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)

Activity 17.01 – Adding weapons and ammo to the multiplayer FPS game

In this activity, you’ll add the concept of weapons and ammo to the multiplayer FPS project that we started in the previous chapter. You will need to use the different types of RPCs covered in this chapter to complete this activity.

Follow these steps to complete this activity:

  1. Open the MultiplayerFPS project from Activity 16.01 – Creating a character for the multiplayer FPS project.
  2. Create an AnimMontage slot called Upper Body.
  3. Import the animations (Pistol_Fire.fbx, MachineGun_Fire.fbx, and Railgun_Fire.fbx) from the Activity17.01\Assets folder into Content\Player\Animations.
  4. Create an AnimMontage for Pistol_Fire, MachineGun_Fire, and Railgun_Fire, and make sure they have the following configurations:
    • Pistol_Fire_Montage: A Blend In time of 0.01 and a Blend Out time of 0.1. Make sure it uses the Upper Body slot.
    • MachineGun_Fire_Montage: A Blend In time of 0.01 and a Blend...