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

Introduction

In the previous chapter, we had a high-level look at animation and the development of the game design for your SuperSideScroller project. You were provided with just the beginning steps in the development of the project itself. You also prepared the player' characters' animation blueprint, character blueprint, and imported all of the required skeletal and animation assets.

At this point, the character can move around the level, but is stuck in the T-Pose and does not animate at all. This can be fixed by creating a new Blend Space for the player character, which will be done in the very first exercise of this chapter. Once the Blend Space is complete, you will implement this in the character animation blueprint in order for the character to animate while moving.

In this chapter, you will be working with many new functions, asset types, and variables in order to achieve the desired movement of the player character. Some of these include the Try Get Pawn...