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

Summary


After this tasty chapter, you now have a better understanding of data tables management within the Unreal Engine environment, and you are able to use any type and any size of data table without any problems.

You've learned what the data table is and what it is used for, and most importantly how to prepare one for Unreal Engine. Unreal has its own policies and you learned what is going to respect those policies.

The data table files you made, regardless of the app, should be converted to .csv, in order to convert it to a data table asset. You also learned what the data table asset is and what is the different data type assets that you can use.

A data table is useless without a form, guidelines, and a data structure to follow, it's the link between the Excel sheet form and the code. Without a data structure, there is a missing pipe within the flow, and you've learned how to build it within C++.

The reason for creating data tables, is to derive some values during gameplay, in order to keep...