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

Chapter 14. Packaging the Game

Now we come to the most interesting part of this book, and the most interesting part in the journey of developing a game. It's time to put everything together into a game file that we can ship and share without the need to have the editor or the engine itself in the end user machine.

This seems to be the end of our journey, but hang in there! If the game you have built/are building is meant to be a real game, which needs to be released for players and distributed to vendors, then it's just the start of another journey!

A game is not just an art, code, and a game design packaged within an executable. You have to deal with stores, publishers, ratings, console providers, and making assets and videos for stores and marketing, among other minor things required to fully ship a game.

Apart from that, this chapter will take care of the last steps you need to do within the Unreal environment in order to get this packaged executable fine and running. Anything post-Unreal...