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


You went through the process of creating your first HUGE steps. You not only saw how to build a C++ class inside Unreal, but also learned how to apply the C++ knowledge you have to Unreal's version of C++.

You also learned some hints about the Unreal Engine C++ styling code, what Macros are, when to use them, and how to use access specifiers within Unreal.

You not only built your first gameplay element, and the cornerstone of the game, but you also learned about the different components of the Unreal environment, such as Paper2D sprites, Camera, SpringArm, and so on. You got yourself into a lot of Unrealliology!

Creating the C++ class is only half-way to using it. A class without an actor or blueprint in the scene is nothing. You have to learn how to build blueprints and actors based on your class, you have to learn how to communicate between C++ and its blueprint instance, and you have to learn how to modify your blueprints based on C++; you made real progress in mastering this.

While...