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 Montages

Have a look at the following figure:

Figure 12.3: The animation Preview window in the Animation Montage Persona editor

Underneath the Preview window, you have the main montage timeline, in addition to other sections; let's evaluate these sections from top to bottom:

  • Montage: The Montage section is a collection of animations that can add one or more animations to. You can also right-click on any point in the timeline to create a section. Sections allow you to compartmentalize the different parts of the montage into their own self-contained section that can be referenced and manipulated in the Sections area.
  • Sections: Sections, as mentioned before, allow you to set the order of how the individual animation sequences are played and whether a section should loop.

For the purposes of the throw montage, you do not need to use this feature since you will only be using one animation in this montage:

...