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

What we have learned so far


Wow! We finally made it. Thank you very much for making it through the book. I have nothing left to teach you within the scope of Unreal Engine By Example! We have covered so much in our journey thus far. From making a Hello Sphere using only the editor, to creating missile launching boss AIs and networked first person characters! We have covered a lot in this book, but I thought it would be a good idea to summarize some of the core learning concepts we covered.

The Editors

We are now very familiar with the multiple editors of UE4, each following a fairly similar structure. We know to look at the Details panel when we wish to edit or inspect specific elements of a selected object. We know we can construct our objects via the viewport and viewport widgets. We have also learned to expose various properties of our own objects so we may tweak them via the numerous editors found within the engine. The most important thing we learned, however, is that the editor will...