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

Animation assets


Even after we have made all the code we need, it is still not enough to get the character running in the game; and doing exactly what the code is saying. The code is just a way to do things, but in order to see it needs some way of being visualized.

In Chapter 1, Preparing for a Big Project, we managed to import some of the free assets to the game, one of those assets was the warriors in the free packages from Unreal Marketplace. If you haven't added it to the project, then follow the steps we have used in Chapter 1, Preparing for a Big Project, and add those characters to the game.

Adding sockets to the skeleton

Double-click on the character you want to use in order to open it in the animation editor, Persona, and there you need to switch to the Skeleton tab in the upper-left corner. From there, you have access to the entire skeleton.

Because I know that my player will be using his right hand to hold weapons, I wanted to visualize this so it becomes very easy for me to understand...