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

Anchors

As you might be aware, video games are played on many different screen sizes with many different resolutions. Because of that, it is important to make sure that the menus you create can adapt to all these different resolutions effectively. This is the main purpose of Anchors.

Anchors allow you to specify how you want a UI element's size to adapt as the screen resolution changes by specifying the proportion of the screen you want it to occupy. Using Anchors, you can have a UI element always at the top left of the screen, or always occupying half of the screen, no matter the size and resolution of that screen.

As the size of the screen or resolution changes, your Widget will scale and move relative to its Anchor. Only elements that are direct children of a Canvas Panel can have an Anchor, which you can visualize through the Anchor Medallion, a white flower-like shape in the Designer tab, when you select said element:

Figure 8.10: The Anchor Medallion...