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

Line Traces

One of the most important features of any game development tool is its ability to execute Line Traces. These are available through the Physics Engine that the tool is using.

Line Traces are a way of asking the game to tell you whether anything stands between two points in the game world. The game will shoot a ray between those two points, specified by you, and return the objects that were hit (if any), where they were hit, at what angle, and much more.

In the following figure, you can see a representation of a Line Trace where we assume object 1 is ignored and object 2 is detected, due to their Trace Channel properties (further explained in the following paragraphs):

Figure 5.4: A Line Trace being executed from point A to point B

In Figure 5.4:

  • The dashed line represents the Line Trace before it hits an object.
  • The arrows represent the direction of the Line Trace.
  • The dotted line represents the Line Trace after it hits...