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

Summary

By completing this chapter, you have added a new tool to your belt: Line Traces. You now know how to execute Line Traces and Sweep Traces, both Single and Multi; how to change an object's response to a specific Trace Channel; and how to create your own Trace Channels.

You will quickly realize in the chapters ahead that these are essential skills when it comes to game development, and you will make good use of them on your future projects.

Now that we know how to use Line Traces, we're ready for the next step, which is Object Collision. In the next chapter, you will learn how to set up collisions between objects and how to use collision events to create your own game logic. You will create the Dodgeball Actor, which will be affected by real-time physics simulation; the Wall Actors, which will block both the characters' movements and the dodgeball; and the Actor responsible for ending the game when the player comes into contact with it.

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