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

Sweep Traces

Before we continue with our project, it is important to know about a variant of the Line Trace, which is the Sweep Trace. Although we won't be using these in our project, it is important to know about them and how to use them.

While the Line Trace basically shoots a ray between two points, the Sweep Trace will simulate throwing an object between two points in a straight line. The object that is being thrown is simulated (doesn't actually exist in the game) and can have various shapes. In the Sweep Trace, the Hit location will be the first point at which the virtual object (which we will call Shape) hits another object, if it were thrown from the start point to the end point. The shapes of the Sweep Trace can be either a box, a sphere, or a capsule.

Here is a representation of a Sweep Trace from point A to point B, where we assume that object 1 is ignored due to its Trace Channel properties, using a box shape:

Figure 5.8: Representation...