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

Summary

In this chapter, we have learned about some critical multiplayer concepts, such as how the server-client architecture works, the responsibilities of the server and the client, how the listen server is quicker to set up than the dedicated server but not as lightweight, ownership and connections, roles, and variable replication.

We've also learned some useful techniques for animation, such as how to use 2D Blend Spaces, which allow you to have a two-axis grid to blend between animations, and the Transform (Modify) Bone node, which has the ability to modify the bones of a skeletal mesh at runtime. To finish off the chapter, we created a first-person multiplayer project where you have characters that can walk, look, and jump around, which will be the foundation of the multiplayer first-person shooter project that we will be working on for the next few chapters.

In the next chapter, we'll learn how to use RPCs, which allow clients and servers to execute functions...