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

Reading from data tables


Now we come to the last part of creating and using a data table within Unreal Engine, and it is the most fun part of this process.

While the book mainly uses C++ in order to build Bellz, I would not only like to mention how to make use of the data from C++ code, but also I would like to show you how to use it from within a blueprint. Which means data tables are now fully supported within both systems. In the early stages of Unreal, using data tables was something for C++ users only, but things have changed now.

As you have seen in the previous section, we were only building the data structures, which here represents a form that matches the Excel sheet form, but in a form of code. In order to be able to read the data from the files, we first need to choose which file to read, and secondly, get the data from it within a loop, usually.

Reading data through C++

Now for the easiest part of code. Remember Chapter 2, Setting Up Your Warrior, when we built the player controller...