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

Curve Editor


To be honest with you, creating particles, or anything with a constant value, has always been tedious. But things started to change when the concept of curve editors and curve-based values came into the process.

Now it's different, and rather than saying the X value is going to be 1 all the time, you can say that the X value is going to start at 0.5 and reach 1.0 by the end of the lifespan of that particle; this could have a huge impact on behaviors!

One of the most powerful features of the Cascade Editor is the typical Unreal Editor Curve Editor panel (like the one used in Matinee Editor). At first glance, you might think it is not the proper place to have a Curve Editor! But once you know why it is there and how to use it, you'll definitely appreciate its existence:

The curve panel allows you to adjust any of the module values that need to be changed along the life of a particle, or even along the whole life of an emitter. With this, you'll be able to have two types of values...