Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

The project settings


Now we have a project set and running. However, that's not enough for us to start adding code, assets, and logic for the game. A game project has tons and tons of settings and options, which will have been set to default values when you create a new project, and every time you make a new game or project, you have to set those settings to specific options that fit your needs and your goals.

Accessing the project settings is very easy as you only have to click on the Project Settings button at the end of the Edit menu button.

First things first, I like to always set the overall information about my project at an early stage, so I don't have to worry about it later. From the Description section of the project settings, you can set the company name, and its homepage; also you can assign the logo for the project to be displayed on the launcher and description of the project and its name.

The most important part for this C++-based project is to set the copyright notice. By defining a piece of text here, it will be automatically added to all your newly created C++ files. So you have a copyright added to your code… Just in case!

Another important option to set is the map to be used as the default map for the game and for the editor. I agree that we don't have maps set yet but once you have a map, you need to set it inside the Maps & Modes section; so you make sure that every time you run the editor, you don't have to reload the map you want.

Finally, I would like to set the targeted platforms. I already know that my game will be running on PCs and consoles, so there is no need to label my game as an Android or iOS game for example. Therefore, you can just uncheck the untargeted platforms from the Supported Platforms section.