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

Input Actions and Axes

Player input is the thing that distinguishes video games from other entertainment media: the fact that they're interactive. For a video game to be interactive, it must take into account the player's input. Many games do this by allowing the player to control a virtual character that acts upon the virtual world it's in, depending on the keys and buttons that the player presses, which is exactly what we'll be doing in this chapter.

Most game development tools nowadays allow you to abstract keypresses into Actions and Axes, which allow you to associate a name (for example, Jump) with several different player inputs (pressing a button, flicking a thumbstick, and so on). The difference between Actions and Axes is that Actions are used for binary inputs (inputs that can either be pressed or released, like the keys on the keyboard), while Axes are used for inputs that are scalar or continuous (that is, that can have a range of values, like...