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

11. Blend Spaces 1D, Key Bindings, and State Machines

Overview

This chapter begins by creating the Blend Space asset needed to allow movement animation blending from idle to walking, and finally to running, based on the speed of the player character. We will then implement new key mappings and use those mappings in C++ to code gameplay functionality for the player character, like sprinting. Lastly, we will create a new animation state machine within our character animation blueprint so that the player animations can smoothly transition between movement and jumping.

By the end of this chapter, you will have the SuperSideScroller player character animating correctly when moving around the environment and moving in a way that feels best for the game. This means that the player will support an idle, walking, and sprinting animation, while also supporting the animations needed for jumping.