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  • Book Overview & Buying Elevating Game Experiences with Unreal Engine 5
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Elevating Game Experiences with Unreal Engine 5

Elevating Game Experiences with Unreal Engine 5 - Second Edition

By : Gonçalo Marques , Devin Sherry, David Pereira , Hammad Fozi
4.2 (5)
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Elevating Game Experiences with Unreal Engine 5

Elevating Game Experiences with Unreal Engine 5

4.2 (5)
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)
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Setting Up Collision Objects

In the previous chapter, we covered some of the basic concepts of collision, namely Line Traces and Sweep Traces. We learned how to execute different types of Line Traces, how to create custom Trace Channels, and how to change how an object responds to a specific channel. Many of the things you learned in the previous chapter will be used in this chapter, where we’ll learn about object collision.

Throughout this chapter, we will continue to build upon our top-down Dodgeball game by adding game mechanics that revolve around object collision. We will create the Dodgeball actor, which will act as a dodgeball that bounces off of the floor and walls; the Wall actor, which will block all objects; the Ghost Wall actor, which will only block the player, not the enemies’ lines of sight or the dodgeball; and the Victory Box actor, which will end the game when the player enters the Victory Box, representing the end of the level.

We will cover the...

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Elevating Game Experiences with Unreal Engine 5
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