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

Logging Variables Using UE_LOG

In Chapter 11, Blend Spaces 1D, Key Bindings, and State Machines, we used and learned about the UE_LOG function in order to log when the player should throw the projectile. We then used the UE_LOG function in Chapter 13, Enemy Artificial Intelligence, to log when the player projectile hit an object. UE_LOG is a robust logging tool we can use to output important information from our C++ functions into the Output Log window inside the editor when playing our game. Up until this point, we have only logged FStrings to display general text in the Output Log window to know that our functions were being called. Now, it is time to learn how to log variables in order to debug how many coins the player has collected.

Note

There is another useful debug function available in C++ with Unreal Engine 4, known as AddOnScreenDebugMessage. You can learn more about this function here: https://docs.unrealengine.com/en-US/API/Runtime/Engine/Engine/UEngine/AddOnScreenDebugMessage...