Unreal Engine 4.X By Example
eBook - ePub

Unreal Engine 4.X By Example

Benjamin Carnall

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eBook - ePub

Unreal Engine 4.X By Example

Benjamin Carnall

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About This Book

An example-based practical guide to get you up and running with Unreal Engine 4.X

About This Book

  • A unique resource on Unreal with an interactive example based approach that is sure to get you up and running immediately
  • Will feature four unique game projects that increase in complexity which will enable readers to build their game development skills using Unreal Engine 4 and the C++ programming language
  • Will be the most up to date book in the market on Unreal with full coverage of the new features of UE4

Who This Book Is For

Unreal Engine 4.X by Example was written for keen developers who wish to learn how to fully utilise Unreal Engine 4 to make awesome and engrossing game titles. Whether you are brand new to game development or a seasoned expert, you will be able to make use of the engine with C++. Experience with both C++ and other game engines is preferred before embarking on the Unreal by Example journey, but with a little external research into the basics of C++ programming, this book can take a complete game development novice to an Unreal Engine Developer!

What You Will Learn

  • Use C++ with Unreal Engine to boost the development potential of any Unreal Engine project
  • Vastly improve workflow and content creation with the visual scripting system blueprint
  • Design, test, and implement interesting game worlds using Unreal Engines built-in editor
  • Build a networked, feature-rich first person shooter that you can play with others over LAN
  • Build design-centric game worlds that play to needs of your game ideas
  • Paint your game worlds via the creation and modification of visual shaders called materials
  • Gain knowledge of other game development disciplines through the use of the Animation and Material tool sets
  • Create feature-rich game projects with a sophisticated visual quality and feature set

In Detail

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today's development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine's tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++.

This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine's rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.

Style and approach

The best resource that any beginner level game developer can dream of with examples on leveraging the amazing graphics engine, beautiful character animation and game world generations etc. by means of exciting real world game generation.This book would be a very unique resource for any game developer who wants to get up and running with Unreal. The unique example-driven approach will take you through the most basic games towards the more complex ones and will gradually build your skill level.

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Information

Year
2016
ISBN
9781785885532
Edition
1

Unreal Engine 4.X By Example


Table of Contents

Unreal Engine 4.X By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
eBooks, discount offers, and more
Why subscribe?
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Introduction to Unreal Engine 4
Navigating this book
Game Projects you say?
Installing Unreal Engine 4
Creating your first project!
Navigating the Unreal Engine UI
Creating a basic actor
Objects, Actors, Pawns, and Characters
Adding components to your Actor
The component hierarchy
Modifying components
3D transformation and axis
Adding the Unreal factor
Pre-Built projects as a learning resource
Summary
2. Blueprints and Barrels – Your First Game
Creating your first Blueprint
The Blueprint window
Working with Blueprints
Blueprint elements
Graphs
Functions
Macros
Variables
Event dispatchers
Modifying the Hello Sphere Blueprint
Working with Blueprint graphs
Compiling Blueprints
Using Blueprint variables
Utilizing the Blueprint palette
Blueprint meta-data and string manipulation
Creating the Barrel Hopper project!
Creating our Character
Bringing our character to life
Giving our character a mesh
Creating the character's camera
Game modes and how to make them
Creating and receiving input events
Creating the input Events
Receiving input events
Tweaking the character movement component
Building the level!
Camera tips and tricks
Camera settings
Controlling the camera
Creating the level
Blocking geometry
Geometry Brushes and how to use them
Placing the geometry
Converting a geometry Brush to a static mesh
Applying materials to geometry brushes
Level building and trigonometry!
Getting our barrels rolling
Applying physics to objects
Barrel spawners and Blueprint timers
Creating Blueprint variables
Event tick
Branch nodes
Trigger volumes and destroying Actors
Debugging our Blueprints
Masking our destruction with particles
Respawning the player
Delay nodes
Player controllers
Hit Events
Summary
3. Advanced Blueprint, Animation, and Sound
Cleaning up shop
Logic flow
Using a sequence
Creating custom cameras
Where do we spawn the camera?
Spawning the camera object
Setting the Target View
Respawning the player with a Blueprint function
Creating the Blueprint function
Animation with UE4
Animation Conventions
Animation Blueprints
Importing and exporting animation assets
Creating your first animation Blueprint
Navigating animation Blueprints
The toolbar
Populating the Animation graph
Working with state machines
State nodes
Transition Rules
Playing animations from within states
Finishing our state machine
The Animation Blueprint Event graph
Getting our character running
Working with Blendspaces
Creating the running Blendspace
Utilizing the running Blendspace
Creating your first sound scape
Importing sounds and sound cues
Working with sound cues
Sound modification
Playing sounds via animation notifications
Working with animation assets
Notifies
Curves
Additive layers
Statistics bar
Placing the animation notifies
Finishing our soundscape
Exploding barrels
Players death rattle
Looping level sound
Adding the finishing touches to Barrel Hopper
Ragdolls and Event dispatchers
Creating a basic HUD
Making the HUD object
Drawing the in game HUD
Making the font
Parsing information to and setting the HUD
An end goal for the player, the chapter, and the project
Summary
4. Unreal Engine, C++, and You
UE and C++
Why use C++
Polymorphism, virtual inheritance and templates
Hello World for C++
Exploring your first code class
Accommodating for the Unreal Build Tool
Pre-Compile macros and you
Breaking down the rest of the header file
The default constructor and include list
Virtual functions and calling the parent
Adding components and object creators
Construction helpers and object finders
Building the code
Adding Fire Particles and Hot Compilation
Setting the sphere on fire
Hot Compilation
Hello world text and receiving events through delegates
Adding the 3D text
Delegates and Events
Polishing the sphere
Changing materials via C++
Extending C++ into Blueprint
Extending a class with no macro specifier support
Extending a class with macro specifier support
Defining a class with macro specifiers
Working with code created components
Blueprint native events and you!
Overriding a BlueprintNativeEvent
Summary
5. Upgrade Activated – Making Bounty Dash with C++
Creating a C++ character
Create the C++ project
The UE4 object hierarchy
Creating the Character
What we have been given
What we are going to need
BountyDashCharacter's members
BountyDashCharacters methods
Constructing the Character
Borrowing from the old to make the new
Assigning Blueprints in code with generated classes
Setting up the components
Assuming default control
Writing the begin Play function
Getting In-Editor objects using the Game World
Sorting TArrays with Lambdas
Setting up inputs in C++
Binding actions
How our Character is going to Tick
Compile time
Creating the C++ world objects
Converting BSP brushes to a static mesh
Smoke and mirrors with C++ objects
Modifying the BountyDashGameMode
BountyDashGameMode class definition
BountyDashGameMode function definitions
Getting our game mode via Template functions
Coding the floor
Floor class definition
Floor function definitions
AFloor::AFloor() constructor
AFloor::Tick()
Placing the Floor in the level!
Creating the obstacles
Spawning actors from C++!
Obstacle Spawner class definition
Obstacle Spawner function definitions
Getting information from components in C++
Ensuring the Obstacle Spawner works
Minting the coin object
Coin class definition
Coin function definitons
Making the coin Blueprint!
Making it rain coins, creating the coin spawner
Coin Spawner class Definition
Coin Spawner function definitions
Testing what we have so far!
Creating the interactions between the world objects
Pushing the Character
ABountyDashCharacter Collision functions
Pushing the character back
Picking up coins
Coin collision
Summary
6. Power Ups for Your Character, Power Ups for the User
Cleaning up shop and object hierarchies
BountyDashObject
Modifying existing objects
Creating a Plug-in with C++
Modules and code files
The anatomy of a plugin
Describing a plugin
PowerUpPlugin.uplugin
Working with our first plugin module
PowerUpPlugin.Build.cs
Declaring the PowerUpPlugin code module
Adding the PowerUp object
Using our plugin in engine
Creating the BountyDashPowerUp object
Incorporating power-ups into Bounty Dash
Modifying the Coin Spawner
Build, run, and test!
Colliding with power ups
Powering up the character
Reducing the game speed
Making the coin magnet
How to create, load and smash Destructible M...

Table of contents