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, you learned how to use RPCs to allow the server and the clients to execute logic on one another. We also learned how enumerations work in Unreal Engine 4 by using the UENUM macro and how to use bi-directional circular array indexing, which helps you iterate an array in both directions and loops around when you go beyond its index limits.

With the activity of this chapter complete, you'll have a basic playable game where players can shoot each other and switch weapons, but there is still more we can add to make it even more interesting.

In the next chapter, we'll learn where the instances of the most common gameplay framework classes exist in multiplayer, as well as learn about the Player State and Game State classes, which we haven't covered yet. We'll also cover some new concepts in the game mode that are used in multiplayer matches, as well as some useful general-purpose, built-in functionality.