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)

Summary

By completing this chapter, you have added a new tool to your belt: Line Traces. You now know how to execute Line Traces and Sweep Traces, both Single and Multi, how to change an object’s response to a specific Trace Channel, and how to create your own Trace Channels.

You will quickly realize in the following chapters that these are essential skills when it comes to game development, and you will make good use of them on your future projects.

Now that we know how to use Line Traces, we’re ready for the next step, which is Object Collision. In the following chapter, you will learn how to set up collisions between objects and how to use collision events to create your own game logic. You will create the Dodgeball Actor, which will be affected by real-time physics simulation, the Wall Actors, which will block both the characters’ movements and the dodgeball, and the Actor responsible for ending the game when the player comes into contact with it.

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