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 last chapter, you were able to bring the player character to life by implementing movement animations in a Blend Space and using that Blend Space in an Animation Blueprint to drive the animations based on the player's speed. You were then able to implement functionality in C++ based on player input to allow the character to sprint. Lastly, you took advantage of the animation state machine built-in Animation Blueprints to drive the character movement state and jumping states to allow fluid transitions between walking and jumping.

With the player character Animation Blueprint and state machine working, it's time to introduce Animation Montages and Anim Slots by implementing the character's Throw animation. In this chapter, you will learn more about animation blending, see how Unreal Engine handles the blending of multiple animations by creating an Animation Montage, and work with a new Anim Slot for the player's throwing animation. From there...