Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

Creating a data structure


So, now you've created the data table, and imported it into Unreal, but we still can't make sure of it, or in other words, the importing process is lacking a data structure, which made it only half import the process. Well, an unsuccessful one!

While there are always different paths to create things, Unreal follows the same rule. As I've mentioned earlier, we are going to learn how to do that process for C++ and blueprint. Well then, there are two ways to create data structures, and any fits any. Which means you can make:

  • A blueprint data structure that is used within blueprint logic

  • A blueprint data structure that is used within C++ code

  • A C++ data structure that is used within C++ code

  • A C++ data structure that is used within blueprint logic

What a variation we have!

But usually, I like to keep things familiar, so I use the blueprint-based data structures in case my game logic is blueprint based. And of course, the C++ based data structures used with the game logic based...