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

Animation with UE4


Animation is a very effective way to establish the traits of a character. From the sleek movements of an assassin to the lumbering gait of a giant, the way the character moves and gestures is a core feature of that character's identity. UE4 offers a robust and easy-to-use workflow for animating characters. The following sections will illustrate how to set up a rudimentary animation implementation for the BH_Character. As it stands, our character is frozen in one pose. By the end of this section the BH_Character will be running, jumping, and falling in articulated motion.

Animation Conventions

Before we begin to break down the workflow of animation within UE4, it is important to establish a few animation conventions. These conventions are relevant among all animation workflows. In video games, animations are essentially a series of frames that are interpolated at real time to create the illusion of motion. Game developers have implemented multiple techniques to mask this...