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

UE4 Materials


Alright! Let's start exploring the visual material system provided in UE4 that affords us the ability to create amazing and interesting rendering techniques without writing a single line of code! By the end of this chapter we will have created two materials that we will apply to the boss so that it looks like a sinister robotic powerhouse.

What are materials

UE4 materials are a visual node-based scripting system that is used to create rendering techniques to be applied to object surfaces. This system massively simplifies the process of developing visually impressive and complex shaders by removing the barrier to entry that is low-level shader programming! However if you wish to add to the systems vast feature set and shader library, the system is also extensible by allowing developers to write their own material expressions via shaders if need be.

Each node in a material graph represents a piece of shading code in some manner, they are known as material expressions. This means...