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

Summary

With the player movement Blend Space created and the player character animation blueprint using a state machine to transition from movement to jumping, you are ready to move on to the next chapter, where you will prepare the required animation slot, animation montage, and update the animation blueprint for the throw animation that will use only the upper body of the character.

From the exercises and activities in this chapter, you learned how to create a 1D Blend Space that allows the smooth blending of movement-based animations such as idling, walking, and running using the speed of the player character to control the blending of animations.

Additionally, you learned how to integrate new key bindings into the project settings and bind those keys in C++ to enable character gameplay mechanics such as sprinting and throwing.

Lastly, you learned how to implement your very own animation state machine within the character animation blueprint in order for the player to...