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

12. Animation Blending and Montages

Overview

By the end of this chapter, you will be able to use the Animation Montage tool to create a unique throwing animation using the Throw animation sequence you imported in Chapter 10, Creating a SuperSideScroller Game. With this montage, you will create and use Anim Slots that will allow you to blend animations in the Animation Blueprint for the player character. You will also get to know how to use blending nodes to effectively blend the movement and throwing animations of the character.

After finalizing the player character animation, you will create the required class and assets for the enemy AI and learn more about Materials and Material Instances, which will give this enemy a unique visual color so that it can be differentiated in-game. Finally, the enemy will be ready for Chapter 13, Enemy Artificial Intelligence, where you will begin to create the AI behavior logic.