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


Now you have gone through one of the most important processes of the game creation journey. Creating the UI is not only something interesting, but it could be one of those things that distinguishes your game. Not only do fancy sound or amazing visuals or models makes a game perfect, but the UI can leave a perfect impression on the players about the way it works, the way it looks and the way it animates. All that could change the player's experience by 180 degrees.

In this chapter, you have learned a lot about the UMG and what makes it better than slate, and even the best UI solution yet within Unreal Engine since its first release.

UMG has its own editor/designer, and you have seen the main parts of its editor, and how or where to add things.

Making sure that a game fits all of the available screen size has always been complicated. However, using the Anchor points within UMG, makes this super easy, and you just learned how to anchor stuff.

The UI could be just perfect based on the assets...