Unreal Engine Game Development Cookbook

Over 40 recipes to accelerate the process of learning game design and solving development problems using Unreal Engine

Unreal Engine Game Development Cookbook

John P. Doran

1 customer reviews
Over 40 recipes to accelerate the process of learning game design and solving development problems using Unreal Engine
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Book Details

ISBN 139781784398163
Paperback326 pages

Book Description

Unreal Engine is powerful tool with rich functionalities to create games. It equips you with the skills to easily build mobile and desktop games from scratch without worrying about which platform they will run on. You can focus on the individual complexities of game development such as animation and rendering.

This book takes you on a journey to jumpstart your game design efforts. You will learn various aspects of the Unreal engine commonly encountered with practical examples of how it can be used, with numerous references for further study. You will start by getting acquainted with Unreal Engine 4 and building out levels for your game. This will be followed by recipes to help you create environments, place meshes, and implement your characters. You will then learn to work with lights, camera, and shadows to include special effects in your game. Moving on, you’ll learn Blueprint scripting and C++ programming to enable you to achieve trigger effects and add simple functionalities. By the end of the book, you will see how to create a healthbar and main menu, and then get your game ready to be deployed and published.

Table of Contents

Chapter 1: Getting Acquainted with the UE4 Interface
Introduction
Installing UE4 and folder structure
UI overview
Navigating the viewport
The Content Browser overview
Importing your own content
Chapter 2: Level Design – Building Out Levels or Greyboxing
Introduction
Building a room
Building out a level
Applying materials to geometry brushes
Converting brushes to static meshes or volumes
Chapter 3: Creating Quality Interior Environments
Introduction
Placing static meshes
Placing a particle system
Using Groups
Meshing an example map
Adding life to static meshes
Chapter 4: Building the Great Outdoors – Exterior Environments
Introduction
Creating a landscape
Building an exterior level using the Sculpt mode
Creating rivers with the Flatten tool
Placing trees and rocks using the Foliage tool
Streaming levels
Chapter 5: Lights, Camera, Action – Cinematics
Introduction
An introduction to Matinee
Creating an opening cutscene
Playing a Matinee via Blueprints
Preventing a player from moving via cinematic mode
Chapter 6: Lighting and Shadows
Introduction
Lighting overview – learning the types of lights
Adding moveable lights – flashlight, part 1
Creating a Day/Night cycle
Chapter 7: Art Pipeline – Working with Materials
Introduction
Creating a custom material
Creating a mirror material
Using Textures and normal maps with Materials
Creating glowing materials with static emissive lighting
Seeing through walls
Chapter 8: Blueprint Scripting – Level Effects
Introduction
Building a flickering light
Converting from Level to Class Blueprints
Using Trigger Volumes – opening a door using Matinee
Adding to an existing Blueprint – flashlight, part 2
Creating a Health/Damage system, part 1 – taking damage
Chapter 9: C++ Programming – Gameplay
Introduction
Setting up your development environment
Displaying text during runtime
Networking 101 – creating collectables with networking
Saving or loading games and keyboard input with C++
Creating custom blueprint nodes
Chapter 10: User Interface
Introduction
Creating a Health/Damage system, part 2 – creating a healthbar
Dynamic enemy healthbars
Creating a main menu
Animating a menu
Chapter 11: Publishing and Deployment
Introduction
Packaging your project
Creating an installer for Windows

What You Will Learn

  • Discover editor functionalities for an in-depth insight into game design
  • Develop environments using terrain for outdoor areas and a workflow for interiors as well using brushes
  • Design various kinds of materials with unique features, such as mirrors and glows
  • Explore the various ways that lighting can be used in the engine
  • Build various level effects using Blueprints, Unreal's visual scripting system
  • Set up a development environment and develop custom functionality with C++ for your games
  • Create healthbars and main menus with animations using Slate, Unreal's UI solution, through the UMG Editor
  • Package and create an installer to get your project out into the world

Authors

Table of Contents

Chapter 1: Getting Acquainted with the UE4 Interface
Introduction
Installing UE4 and folder structure
UI overview
Navigating the viewport
The Content Browser overview
Importing your own content
Chapter 2: Level Design – Building Out Levels or Greyboxing
Introduction
Building a room
Building out a level
Applying materials to geometry brushes
Converting brushes to static meshes or volumes
Chapter 3: Creating Quality Interior Environments
Introduction
Placing static meshes
Placing a particle system
Using Groups
Meshing an example map
Adding life to static meshes
Chapter 4: Building the Great Outdoors – Exterior Environments
Introduction
Creating a landscape
Building an exterior level using the Sculpt mode
Creating rivers with the Flatten tool
Placing trees and rocks using the Foliage tool
Streaming levels
Chapter 5: Lights, Camera, Action – Cinematics
Introduction
An introduction to Matinee
Creating an opening cutscene
Playing a Matinee via Blueprints
Preventing a player from moving via cinematic mode
Chapter 6: Lighting and Shadows
Introduction
Lighting overview – learning the types of lights
Adding moveable lights – flashlight, part 1
Creating a Day/Night cycle
Chapter 7: Art Pipeline – Working with Materials
Introduction
Creating a custom material
Creating a mirror material
Using Textures and normal maps with Materials
Creating glowing materials with static emissive lighting
Seeing through walls
Chapter 8: Blueprint Scripting – Level Effects
Introduction
Building a flickering light
Converting from Level to Class Blueprints
Using Trigger Volumes – opening a door using Matinee
Adding to an existing Blueprint – flashlight, part 2
Creating a Health/Damage system, part 1 – taking damage
Chapter 9: C++ Programming – Gameplay
Introduction
Setting up your development environment
Displaying text during runtime
Networking 101 – creating collectables with networking
Saving or loading games and keyboard input with C++
Creating custom blueprint nodes
Chapter 10: User Interface
Introduction
Creating a Health/Damage system, part 2 – creating a healthbar
Dynamic enemy healthbars
Creating a main menu
Animating a menu
Chapter 11: Publishing and Deployment
Introduction
Packaging your project
Creating an installer for Windows

Book Details

ISBN 139781784398163
Paperback326 pages
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From 1 reviews

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