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

Layered blend per bone

The node that you will use to blend animations here is Layered blend per bone. This node masks out a set of bones on the character skeleton for an animation to ignore those bones.

In the case of our player character and the Throw animation, you will mask out the lower body so that only the upper body animates. The goal is to be able to perform the throw and movement animations at the same time and have these animations blend together; otherwise, when you perform the throw, the movement animations would completely break.

Exercise 12.05: Blending Animation with the Upper Body Anim Slot

The Layered blend per bone function allows us to blend the Throw animation with the movement animations you implemented in the previous chapter, and give you control over how much influence the Throw animation will have on the player character skeleton.

In this exercise, you will use the Layered blend per bone function to completely mask out the lower body of the character...