Book Image

Unreal Engine 4.X By Example

By : Benjamin Carnall
Book Image

Unreal Engine 4.X By Example

By: Benjamin Carnall

Overview of this book

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today’s development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine’s tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine’s rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.
Table of Contents (17 chapters)
Unreal Engine 4.X By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Packaging a project


Now that we have finished writing the code for NS we need to be able to test its network capabilities by packaging the project. This will produce a binary and asset package. Together these form the game files that will be installed or downloaded on a user's PC.

Build Targets

UE4's packaging system supports a wide range of development platforms. We are able to build to Android, IOS, Windows, Linux, HTML5 (web) and even PS4 or Xbox One. The latter two require development licenses, and are already installed on your PC. Preparing your project for the various build platforms is very easy and can be done via a simple dropdown. First we must describe some of the various options that will be used when packaging a project.

Build configuration

Build Configurations dictate the type of package that will be produced. Each type will control how many of the debug features available to UE4 developers are built into the packaged binary. This means we can include debugging and profiling features...