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You're reading from  Game Development Projects with Unreal Engine

Product typeBook
Published inNov 2020
Reading LevelBeginner
PublisherPackt
ISBN-139781800209220
Edition1st Edition
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Authors (4):
Hammad Fozi
Hammad Fozi
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Hammad Fozi

Hammad Fozi comes from a gaming background and has been extensively working on Unreal Engine since 2017. He has been part of some very successful AAA projects such as Virtua FanCave (and Metaverse), Unnamed AAA Sci-Fi DJ Experience, Heroes and Generals, and Creed: Rise to Glory VR. Hammad has worked with teams who have had experience working at Ubisoft, Warner Bros. Games, 2K Games, and more! He has successfully helped teams consisting of 10–30 people to scale to 150+ in size over his very short yet impressive career. Hammad currently works as a senior C++ game developer and has extensive experience in working with VR and augmented reality, PC/PS5/Xbox/Android/iOS/macOS game development, and Web3/Metaverse/NFT systems (within Unreal Engine).
Read more about Hammad Fozi

Gonçalo Marques
Gonçalo Marques
author image
Gonçalo Marques

Gonçalo Marques has been an active gamer since the age of 6. He has been using Unreal Engine since 2016 and has done freelance and consulting work using the engine. Gonçalo also released a free and open source plugin called UI Navigation, which has garnered an extremely positive reception with over 100,000 downloads and is still receiving frequent updates and fixes. Thanks to the development of this plugin, he became an Epic MegaGrant recipient. He is now working at Funcom ZPX, a game studio in Lisbon that has contributed to games such as Conan Exiles, Mutant Year Zero, and Moons of Madness. Gonçalo is currently working on a new Funcom game in the Dune universe.
Read more about Gonçalo Marques

David Pereira
David Pereira
author image
David Pereira

David Pereira started making games in 1998 when he learned how to use Clickteam's The Games Factory. He graduated in computer science from FCT-UNL, where he learned about C++, OpenGL, and DirectX, which allowed him to create more complex games. After working in IT consulting for a few years, he joined Miniclip in Portugal where he worked on popular mobile games such as 8 Ball Pool, Gravity Guy 1 and Gravity Guy 2, Extreme Skater, iStunt2, Hambo, and many others. Since then, he has been the lead developer for MPC in the John Lewis Christmas VR Experience, worked on an earlier version of Mortal Shell, and did volunteer work teaching people with Asperger's how to make games with Unreal Engine 4. Today, he's working on his own game, a soon-to-be-announced first-person action RPG.
Read more about David Pereira

Devin Sherry
Devin Sherry
author image
Devin Sherry

Devin Sherry is originally from Levittown, NY, located on Long Island. He studied the topics of Game Development and Game Design at the University of Advancing Technology where he had earned his Bachelor of Arts in Game Design in 2012. During his time in college, Devin worked as a game and level designer with a group of students called Autonomous Games on a real-time strategy styled, third-person shooter called The Afflicted using Unreal Engine 3/UDK where it was presented at GDC in 2013 at the GDC Play Showcase. Today, Devin works as an independent game developer located in Tempe, Arizona, where he works on personal and contracted projects. His achievements include the title Radial Impact, which can be found in the Community Contributions section of the Learn Tab of Unreal Engine 4's Launcher, and his work on his YouTube Channel, Devin Level Design, where he educates viewers on game development within Unreal Engine 3, UDK, and Unreal Engine 4.
Read more about Devin Sherry

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Creating and Setting Up a Blank C++ Project

At the start of every project, you might want to start with any of the templates provided by Epic (which contain ready-to-execute basic code) and build on top of that. Most/some of the time, you might need to set up a blank or an empty project that you can mold and sculpt to your requirements. We'll learn how to do that in the following exercise.

Exercise 2.01: Creating an Empty C++ Project

In this exercise, you will learn how to create an empty C++ project from the template provided by Epic. This will serve as the foundation for many of your future C++ projects.

The following steps will help you complete this exercise:

  1. Launch Unreal Engine 4.24 from the Epic Games Launcher.
  2. Click on the Games section and click Next.
  3. Make sure the Blank project template is selected and click Next.
  4. Click the Blueprint section dropdown and select C++.

    Note

    Make sure the project folder and project name are specified with an appropriate directory and name, respectively.

    When everything is set up, click on the Create Project button. In this case, our project directory is inside a folder called UnrealProjects, which is inside the E drive. The project name is set to MyBlankProj (it is recommended that you follow these names and project directories, but you can use your own if you wish to do so).

    Note

    The project name cannot have any spaces in it. It is preferable to have an Unreal directory as close to the root of a drive as possible (to avoid running into issues such as the 256-character path limit when creating or importing assets into your project's working directory; for small projects, it may be fine, but for more large-scale projects, where the folder hierarchy may become too complex, this step is important).

    You will notice that after it's done generating code and creating the project files, the project will be opened, along with its Visual Studio solution (.sln) file.

    Note

    Make sure the Visual Studio solution configuration is set to Development Editor and that the solution platform is set to Win64 for Desktop development:

    Figure 2.1: Visual Studio deployment settings

Figure 2.1: Visual Studio deployment settings

By completing this exercise, we now know how to create an empty C++ project on UE4, along with its considerations.

In the next section, we'll be talking a bit about the folder structure, along with the most basic and most used folder structure format that's used by Unreal developers.

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Authors (4)

author image
Hammad Fozi

Hammad Fozi comes from a gaming background and has been extensively working on Unreal Engine since 2017. He has been part of some very successful AAA projects such as Virtua FanCave (and Metaverse), Unnamed AAA Sci-Fi DJ Experience, Heroes and Generals, and Creed: Rise to Glory VR. Hammad has worked with teams who have had experience working at Ubisoft, Warner Bros. Games, 2K Games, and more! He has successfully helped teams consisting of 10–30 people to scale to 150+ in size over his very short yet impressive career. Hammad currently works as a senior C++ game developer and has extensive experience in working with VR and augmented reality, PC/PS5/Xbox/Android/iOS/macOS game development, and Web3/Metaverse/NFT systems (within Unreal Engine).
Read more about Hammad Fozi

author image
Gonçalo Marques

Gonçalo Marques has been an active gamer since the age of 6. He has been using Unreal Engine since 2016 and has done freelance and consulting work using the engine. Gonçalo also released a free and open source plugin called UI Navigation, which has garnered an extremely positive reception with over 100,000 downloads and is still receiving frequent updates and fixes. Thanks to the development of this plugin, he became an Epic MegaGrant recipient. He is now working at Funcom ZPX, a game studio in Lisbon that has contributed to games such as Conan Exiles, Mutant Year Zero, and Moons of Madness. Gonçalo is currently working on a new Funcom game in the Dune universe.
Read more about Gonçalo Marques

author image
David Pereira

David Pereira started making games in 1998 when he learned how to use Clickteam's The Games Factory. He graduated in computer science from FCT-UNL, where he learned about C++, OpenGL, and DirectX, which allowed him to create more complex games. After working in IT consulting for a few years, he joined Miniclip in Portugal where he worked on popular mobile games such as 8 Ball Pool, Gravity Guy 1 and Gravity Guy 2, Extreme Skater, iStunt2, Hambo, and many others. Since then, he has been the lead developer for MPC in the John Lewis Christmas VR Experience, worked on an earlier version of Mortal Shell, and did volunteer work teaching people with Asperger's how to make games with Unreal Engine 4. Today, he's working on his own game, a soon-to-be-announced first-person action RPG.
Read more about David Pereira

author image
Devin Sherry

Devin Sherry is originally from Levittown, NY, located on Long Island. He studied the topics of Game Development and Game Design at the University of Advancing Technology where he had earned his Bachelor of Arts in Game Design in 2012. During his time in college, Devin worked as a game and level designer with a group of students called Autonomous Games on a real-time strategy styled, third-person shooter called The Afflicted using Unreal Engine 3/UDK where it was presented at GDC in 2013 at the GDC Play Showcase. Today, Devin works as an independent game developer located in Tempe, Arizona, where he works on personal and contracted projects. His achievements include the title Radial Impact, which can be found in the Community Contributions section of the Learn Tab of Unreal Engine 4's Launcher, and his work on his YouTube Channel, Devin Level Design, where he educates viewers on game development within Unreal Engine 3, UDK, and Unreal Engine 4.
Read more about Devin Sherry