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

Introduction

In the previous chapter, we covered some critical multiplayer concepts, including the server-client architecture, connections and ownership, roles, and variable replication. We also saw how the listen server is quicker to set up compared to the dedicated server but is not as lightweight. We used that knowledge to create a basic first-person shooter character that walks, jumps, and looks around.

In this chapter, we're going to cover Remote Procedure Calls (RPCs), which is another important multiplayer concept that allows the server to execute functions on the clients and vice versa. So far, we've learned variable replication as a form of communication between the server and the clients, but that won't be enough, because the server might need to execute specific logic on the clients that doesn't involve updating the value of a variable. The client also needs a way to tell its intentions to the server, so that the server can validate the action and...