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Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4.

Author: Rachel Cordone
Publisher: Birmingham : Packt Publishing, Limited, 2019.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
Unreal Engine 4 is a hugely popular game development framework. This book is a practical guide, and starts off by quickly introducing you to the Unreal Engine ecosystem. You will become familiar with its core systems and by the end of the book will have a solid knowledge base from which to get started building games.
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Cordone, Rachel.
Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4.
Birmingham : Packt Publishing, Limited, ©2019
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Rachel Cordone
ISBN: 9781789953442 1789953448
OCLC Number: 1104083413
Notes: Summary
Description: 1 online resource (195 pages)
Contents: Cover; Title Page; Copyright and Credits; About Packt; Contributors; Table of Contents; Preface; Chapter 1: Introduction to Unreal Engine 4; Downloading the UE; Using project templates; Initial project setup; The Unreal editor; The Content Browser; The Viewport; Viewport options; Grid and snap settings; The toolbar; World Outliner; Details and World Settings; World settings; Editor preferences; Project settings; Input settings; Installing and using plugins; Adding marketplace items to your project; Summary; Chapter 2: Programming Using Blueprints; The Blueprint window; Variables Using variables in the Blueprint windowWorking With Object/Actor References; Casting object references; Class default variables; Functions; Local variables; Events; Overridable functions; Graphs; Components; Common components; Component events; Time for action; Creating a Blueprint from scratch; One small material change; Creating a child Blueprint; Giving our game a goal; Summary; Chapter 3: Adding C++ to a Blueprint Project; Technical requirements; Creating C++ classes in UE4; Using C++ classes in UE4; Using C++ variables in Blueprint; Using C++ functions in Blueprint BlueprintCallable functionsBlueprintPure functions; Using out variables in C++; Using events in C++; Summary; Chapter 4: Creating HUDs and Menus Using UMG; The Widget Blueprint window; Showing Widget Blueprints in our game; Setting up an interactive menu; Commonly used widgets; The Common section; Button; Checkbox; Image; Progress Bar; Slider; Text; The Input section; ComboBox; Editable Text; The Primitive and Special Effects sections; Circular Throbber and Throbber; Background Blur; Using widget events; Widget set nodes; Variable binding; Adding widgets to other widgets Modifying the Pickup classCreating the child widget; Creating the container widget; Adding the container to the HUD; Summary; Chapter 5: Animation Blueprints; Creating the attachment; Creating sockets on Skeletal Meshes; Spawning and attaching Actors; Animation retargeting; Setting up the source Skeleton; Setting up the target Skeleton; Retarget the animation; Adding a weapon Equip control; Modifying the Animation Blueprint; The AnimGraph; Modifying an Animation state; Summary; Chapter 6: AI with Behavior Tree and Blackboard; Creating a simple AI; Creating a Pawn for the enemy Creating a controller for the enemy PawnAdding a Nav Mesh; Behavior Trees; Creating and running a Behavior Tree; Setting up a simple Behavior Tree; Setting up a Blackboard; Assigning the Blackboard to a Behavior Tree; Creating a Behavior Tree task; Selectors; Decorators; Services; Setting up Service in Blackboard; Summary; Chapter 7: Multiplayer Games; The client-server model; Testing a listen server; Replication; Variable replication; Event replication; Flow control in multiplayer; Actor replication; Multiplayer classes; GameMode and GameState; PlayerState, PlayerController, and Pawn

Abstract:

Unreal Engine 4 is a hugely popular game development framework. This book is a practical guide, and starts off by quickly introducing you to the Unreal Engine ecosystem. You will become familiar with its core systems and by the end of the book will have a solid knowledge base from which to get started building games.

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