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 that the gameplay framework class's instances exist in some game instances, but not in others. Having that knowledge will help you understand which instances can be accessed in a particular game instance. You also learned the purpose of the game state and player state classes, as well as learning new concepts for the game mode and some useful built-in functionalities.

At the end of this chapter, you have made a basic but functional multiplayer shooter that can be used as a foundation to build upon. You can add new weapons, ammo types, fire modes, pickups, and so on, to make it more feature-complete and fun.

Having completed this book, you should now have a better understanding of how to use Unreal Engine 4 to make your own games come to life. We've covered a lot of topics in this book, ranging from the simple to more advanced. You started out by learning how to create projects using the different templates and how to use blueprints...