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

Summary


Congratulations, you have now got to grips with one of the most important and core parts that make Unreal an Unreal Engine. It is not only because of the importance of particles to the game's final look, but also because tons of artists and developers move into Unreal Engine, just for the sake of its powerful particle workflow. It is the best place to showcase a demo of 3D content!

You went through the particles editor step by step and understood all its sections, how to use each of them, and, most importantly, what each part is responsible for.

A particle system is an asset that is made out of several (or only one) particle emitters, and you've learned how to build any type of system you want.

A particle system asset is just another asset within the editor; you can have it already inside your maps, but it is more common to spawn it at runtime, and you have understood the several ways that you can use to spawn a particle at runtime. The engine provides more than one method, and you...