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

Turning the camera around the character

Cameras are an extremely important part of games, as they dictate what and how the player will see your game throughout the play session. When it comes to third-person games, which is the case for this project, the camera allows you not only to see the world around them but also the character you're controlling. Whether the character is taking damage, falling, or something else, it's important for the player to always know the state of the character they are controlling and to be able to have the camera face the direction they choose.

Much like with every modern, third-person game, we will always have the camera rotate around our player character. To have our camera rotate around our character, after setting up the Camera and Spring Arm components in Chapter 2, Working with Unreal Engine, let's continue by adding two new Axis Mappings, the first one called Turn, which is associated with the Gamepad Right Thumbstick X-Axis and...