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

Save Cached Pose

There are cases when working with complex animations and characters requires you to reference a pose that is outputted by a state machine in more than one place. If you hadn't noticed already, the output pose from your Movement state machine cannot be connected to more than one other node. This is where the Save Cached Pose node comes in handy; it allows you to cache, or store, a pose that can then be referenced in multiple places at once. You will need to use this to set up the new Anim Slot for the upper body animation.

Let's get started.

Exercise 12.04: Save Cached Pose of the Movement State Machine

To effectively blend the Throw animation, which uses the Upper Body Anim Slot you created in the previous exercise with the movement animations already in place for the player character, you need to be able to reference the Movement state machine in the Animation Blueprint. To do this, do the following to implement the Save Cached Pose node in the...