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

Sound cue editor


The sound cue editor's main job is to make sounds more appealing and creative, by applying pieces of logic. The sound cue editor is accessible directly by clicking over a sound cue asset. You can have tons and tons of those assets around the project, code, logic, and maps, and it is a replaces for directly using the sound wave asset.

Then what is the difference between using this asset type and the sound wave?

Well, you can apply some parameters, randomizations, and much more. But the most common reason to use the sound cue asset is to apply randomization to assets. So let's give an example from Bellz, and then you can just follow the recipe, improvise with different sound nodes, and you'll get great results!

When a bear is attacking, there are several audios being played. But, as you can see, I used several nodes, in order to make it sound unique each time.

I used the following options:

  • Random: In order to choose a different sound file randomly every time

  • Modulator: In order...