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)

Query with Line Traces

In previous chapters, we learned about how we can reproduce the Third Person template project offered to us by the Unreal Engine team in order to understand some of the basic concepts of UE5’s workflow and framework.

In this chapter, you will start creating another game from scratch. In this game, the player will control a character from a top-down point of view (similar to games such as Metal Gear Solid 1, 2, and 3). A top-down perspective implies that the player controls a character that is seen as if it was being looked down upon, usually with the camera rotation being fixed (the camera doesn’t rotate). In our game, the player character must go from point A to point B without being hit by dodgeballs, which are being thrown at the player by the enemies that are spread throughout the level. The levels in this game will be maze-like in nature, and the player will have multiple paths to choose from, all of which will have enemies trying to throw...