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

The animation blueprint


Any character or skeletal entity within your game, as long as it will be moving and executing animations, must have an animation blueprint to handle and manage the animation based on the set of the rules you define.

We have already discussed the process of retargeting the animations and preparing the assets in Chapter 1, Preparing for the Big Project. And we have discussed the process of creating and setting the rules for the animation blueprints in Chapter 2, Setting Up Your Warrior. Also, we have discussed blend animation and how to blend different animations in Chapter 2, Setting Up Your Warrior. I would suggest that you go ahead and build the animation blueprint and the animation setup for your character.

I will show off the setup I made for my bears. Feel free to clone it or improvise as much as you wish based on your game design and the type of enemies you have and with the knowledge you have gained from Chapter 1, Preparing for the Big Project and Chapter 2,...