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

Bi-Directional Circular Array Indexing

Sometimes, when you use arrays to store information, you might want to iterate it in a bi-direction circular fashion. An example of this is the previous/next weapon logic in shooter games, where you have an array with weapons and you want to be able to cycle through them in a particular direction, and when you reach the first or the last index, you want to loop back around to the last and first index, respectively. The typical way of doing this example would be the following:

AWeapon * APlayer::GetPreviousWeapon()
{
  if(WeaponIndex - 1 < 0)
  {
    WeaponIndex = Weapons.Num() - 1;
  }
  else WeaponIndex--;
  return Weapons[WeaponIndex];
}
AWeapon * APlayer::GetNextWeapon()
{
  if(WeaponIndex + 1 > Weapons.Num() - 1)
  {
    WeaponIndex = 0;
  }
  else WeaponIndex++;
  return Weapons[WeaponIndex]...