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

Animation State Machines

Now, let's get to know what state machines are in the context of Unreal Engine 4 and in animation. State machines are a means of categorizing an animation, or sets of animations, into their own state. A state can be thought of as a condition that the player character is in at a specific time. Is the player currently walking? Is the player jumping? In many third-person games such as The Last of Us, this is the separation of movement, jumping, crouching, and climbing animations into their own state. Each state is then accessible when certain conditions are met while the game is played. Conditions can include whether the player is jumping, the speed of the player character, and whether or not the player is in the crouched state. The job of the state machine is to transition between each state using logical decisions called Transition Rules. When you create multiple states with multiple transition rules that intertwine with one another, the state machine begins...