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

Collision Components

In UE4, there are two types of components that can affect and be affected by collision; they are as follows:

  • Meshes
  • Shape objects

Meshes can be as simple as a cube, or as complex as a high-resolution character with tens of thousands of vertices. A mesh's collision can be specified with a custom file imported alongside the mesh into UE4 (which is outside the scope of this book), or it can be calculated automatically by UE4 and customized by you.

It is generally a good practice to keep the collision mesh as simple (few triangles) as possible so that the physics engine can efficiently calculate collision at runtime. The types of meshes that can have collision are as follows:

  • Static Meshes
  • Skeletal Meshes
  • Procedural Meshes
  • And so on

Shape objects, which are simple meshes represented in wireframe mode that are used to behave as collision objects by causing and receiving collision events.

Note

Wireframe mode...