Book Image

Game Development Projects with Unreal Engine

By : Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry
Book Image

Game Development Projects with Unreal Engine

By: Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry

Overview of this book

Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects. Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects: building a dodgeball game. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills. You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment. By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life.
Table of Contents (19 chapters)
Preface

Animations in Unreal Engine 4

Let's break down the main aspects of animations as they function inside Unreal Engine. More in-depth information about the topics in this section can be found in the documentation that is available directly from Epic Games: https://docs.unrealengine.com/en-US/Engine/Animation.

Skeletons

Skeletons are Unreal Engine's representation of the Character rig that was made in external 3D software; we saw this in Activity 10.02, Skeletal Bone Manipulation and Animations. There isn't much more to skeletons that we haven't discussed already, but the main takeaway is that once the Skeleton is in the engine, we can view the skeleton hierarchy, manipulate each individual bone, and add objects known as sockets. What sockets allow us to do is attach objects to the bones of our Character, and we can use these sockets to attach objects such as meshes and manipulate the transformation of the sockets without disrupting the bones' transformation...