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

Timers

Given the nature of video games and the fact that they're strongly event-based, every game development tool must have a way for you to cause a delay, or a wait time, before something happens. For instance, when you're playing an online death match game, where your character can die and then respawn, usually, the respawn event doesn't happen the instant your character dies but a few seconds later. There is a multitude of scenarios where you want something to happen, but only after a certain amount of time. This will be the case for our EnemyCharacter, which will be throwing dodge balls every few seconds. This delay, or wait time, can be achieved through timers.

A timer allows you to call a function after a certain amount of time. You can choose to loop that function call with an interval and also set a delay before the loop starts. If you want the Timer to stop, you can also do that.

We will be using timers so that our enemy throws a dodge ball every X amount...