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

Creating the EnemyCharacter Blueprint Class

Now that we have finished the logic for our EnemyCharacter C++ class, we must create our blueprint class that derives from it:

  1. Open our project in the Editor.
  2. Go to the Blueprints folder inside the ThirdPersonCPP folder, in the Content Browser.
  3. Right-click and select the option to create a new blueprint class.
  4. Expand the All Classes tab near the bottom of the Pick Parent Class window, search for our EnemyCharacter C++ class, and select it as the parent class.
  5. Name the Blueprint class BP_EnemyCharacter.
  6. Open the Blueprint class, select the SkeletalMeshComponent (called Mesh) from the Components tab, and set its Skeletal Mesh property to SK_Mannequin and its Anim Class property to ThirdPerson_AnimBP.
  7. Change the Yaw of SkeletalMeshComponent to -90º (on the z-axis) and its position on the z-axis to -83 units.
  8. After you've set up the Blueprint class, its mesh setup should look very similar to...