Unreal Engine: Game Development from A to Z

Develop fantastic games and solve common development problems with Unreal Engine 4.
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Unreal Engine: Game Development from A to Z

Joanna Lee, John P. Doran, Nitish Misra

4 customer reviews
Develop fantastic games and solve common development problems with Unreal Engine 4.
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Book Details

ISBN 139781787123281
Paperback837 pages

Book Description

Unreal Engine technology powers hundreds of games. This Learning Path will help you create great 2D and 3D games that are distributed across multiple platforms.

The first module, Learning Unreal Engine Game Development, starts with small, simple game ideas and playable projects. It starts by showing you the basics in the context of an individual game level. Then, you'll learn how to add details such as actors, animation, effects, and so on to the game. This module aims to equip you with the confidence and skills to design and build your own games using Unreal Engine 4. By the end of this module, you will be able to put into practise your own content.After getting familiar with Unreal Engine’s core concepts, it’s time that you dive into the field of game development.

In this second module, Unreal Engine Game Development Cookbook we show you how to solve development problems using Unreal Engine, which you can work through as you build your own unique project. Every recipe provides step-by-step instructions, with explanations of how these features work, and alternative approaches and research materials so you can learn even more. You will start by building out levels for your game, followed by recipes to help you create environments, place meshes, and implement your characters. By the end of this module, you will see how to create a health bar and main menu, and then get your game ready to be deployed and published.The final step is to create your very own game that will keep mobile users hooked.

This is what you'll be learning in our third module, Learning Unreal Engine Android Game Development,Once you get the hang of things, you will start developing our game, wherein you will graduate from movement and character control to AI and spawning. Once you've created your application, you will learn how to port and publish your game to the Google Play Store.

With this course, you will be inspired to come up with your own great ideas for your future game development projects.

Table of Contents

Chapter 1: An Overview of Unreal Engine
What goes into a game?
What is a game engine?
The history of Unreal Engine
Game development
The components of Unreal Engine 4
Unreal Engine and its powerful editors
Unreal programming
A beginner's guide to the Unreal Editor
Summary
Chapter 2: Creating Your First Level
Exploring preconfigured levels
Creating a new project
Navigating the viewport
Creating a level from a new blank map
Creating the ground using the BSP Box brush
Adding light to a level
Adding the sky to a level
Adding Player Start
Viewing a level that's been created
Saving a level
Configuring a map as a start level
Adding material to the ground
Adding a wall
Duplicating a wall
Creating an opening for a door
Adding materials to the walls
Sealing a room
Adding props or a static mesh to the room
Adding Lightmass Importance Volume
Applying finishing touches to a room
Summary
Chapter 3: Game Objects – More and Move
BSP Brush
Static Mesh
BSP Brush versus Static Mesh
Making Static Mesh movable
Materials
Level of detail
Collisions
Static Mesh creation pipeline
Introducing volumes
Introducing Blueprint
Using the Trigger Volume to turn on/off light
Using Trigger Volume to toggle light on/off (optional)
Summary
Chapter 4: Material and Light
Materials
The Material Editor
Rendering pipeline
Shaders
APIs – DirectX and OpenGL
Lights
Summary
Chapter 5: Animation and AI
What is animation?
Understanding how to animate a 3D model
What Unreal Engine 4 offers for animation in games
Artificial intelligence
Summary
Chapter 6: A Particle System and Sound
What is a particle system?
Exploring an existing particle system
The main components of a particle system
The design principles of a particle system
Example – creating a fireplace particle system
Sound and music
How do we produce sound and music for games?
Audio quality
How are sounds recorded?
The Unreal audio system
Getting audio into Unreal
Unreal sound formats and terminologies
The Sound Cue Editor
Exercise – importing a sound into the Unreal Editor
Exercise – adding custom sounds to a level
Configuring the Sound Cue Editor
Summary
Chapter 7: Terrain and Cinematics
Introducing terrain manipulation
Introducing cinematics
Why do we need cut scenes?
Cinematic techniques
Getting familiar with the Unreal Matinee Editor
Exercise – creating a simple matinee sequence
Summary
Chapter 8: 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 9: 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 10: Creating Quality Interior Environments
Introduction
Placing static meshes
Placing a particle system
Using Groups
Meshing an example map
Adding life to static meshes
Chapter 11: 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 12: 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 13: Lighting and Shadows
Introduction
Lighting overview – learning the types of lights
Adding moveable lights – flashlight, part 1
Creating a Day/Night cycle
Chapter 14: 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 15: 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 16: 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 17: User Interface
Introduction
Creating a Health/Damage system, part 2 – creating a healthbar
Dynamic enemy healthbars
Creating a main menu
Animating a menu
Chapter 18: Publishing and Deployment
Introduction
Packaging your project
Creating an installer for Windows
Chapter 19: Getting Started with Unreal 4
What to expect
System requirements
Downloading and installing UE4
The Engine Launcher
Summary
Chapter 20: Launching Unreal Engine 4
Meet the Editor
The Unreal Project Browser
The user interface
Hotkeys and controls
Summary
Chapter 21: Building the Game – First Steps
Projects
Bloques
BSP brushes
Blocking out the rooms with BSP brushes
Content Browser
Placing actors
Materials
Lighting
Summary
Chapter 22: Using Actors, Classes, and Volumes
Basic classes
Visual Effects
Volumes
All Classes
Summary
Chapter 23: Scripting with Blueprints
How Blueprint works
The Level Blueprint user interface
Using Level Blueprint in the game
The Blueprint class
Scripting basic AI
Summary
Chapter 24: Using Unreal Matinee
What is Unreal Matinee?
The Unreal Matinee user interface
Animating the door
Summary
Chapter 25: Finishing, Packaging, and Publishing the Game
Adding the main menu using Unreal Motion Graphics
UMG Editor
Creating the main menu
Installing the Android SDK
Setting up the Android device
Packaging the project
Developer Console
Publishing your game
Monetization methods
Mobile performance and optimization
Summary

What You Will Learn

  • Explore the Unreal Engine 4 editor controls and learn how to use the editor to create a room in a game level
  • Get clued up about working with Slate, Unreal’s UI solution through the UMG Editor
  • Put together your own content and materials to build cutscenes and learn how to light scenes effectively
  • Get tips and tricks on how to create environments using terrain for outdoor areas and a workflow for interiors as well using brushes
  • Explore the ways to package your game for Android Devices and porting it to the Google Playstore
  • Know inside out about creating materials, and applying them to assets for better performance
  • Understand the differences between BSP and static meshes to make objects interactive

Authors

Table of Contents

Chapter 1: An Overview of Unreal Engine
What goes into a game?
What is a game engine?
The history of Unreal Engine
Game development
The components of Unreal Engine 4
Unreal Engine and its powerful editors
Unreal programming
A beginner's guide to the Unreal Editor
Summary
Chapter 2: Creating Your First Level
Exploring preconfigured levels
Creating a new project
Navigating the viewport
Creating a level from a new blank map
Creating the ground using the BSP Box brush
Adding light to a level
Adding the sky to a level
Adding Player Start
Viewing a level that's been created
Saving a level
Configuring a map as a start level
Adding material to the ground
Adding a wall
Duplicating a wall
Creating an opening for a door
Adding materials to the walls
Sealing a room
Adding props or a static mesh to the room
Adding Lightmass Importance Volume
Applying finishing touches to a room
Summary
Chapter 3: Game Objects – More and Move
BSP Brush
Static Mesh
BSP Brush versus Static Mesh
Making Static Mesh movable
Materials
Level of detail
Collisions
Static Mesh creation pipeline
Introducing volumes
Introducing Blueprint
Using the Trigger Volume to turn on/off light
Using Trigger Volume to toggle light on/off (optional)
Summary
Chapter 4: Material and Light
Materials
The Material Editor
Rendering pipeline
Shaders
APIs – DirectX and OpenGL
Lights
Summary
Chapter 5: Animation and AI
What is animation?
Understanding how to animate a 3D model
What Unreal Engine 4 offers for animation in games
Artificial intelligence
Summary
Chapter 6: A Particle System and Sound
What is a particle system?
Exploring an existing particle system
The main components of a particle system
The design principles of a particle system
Example – creating a fireplace particle system
Sound and music
How do we produce sound and music for games?
Audio quality
How are sounds recorded?
The Unreal audio system
Getting audio into Unreal
Unreal sound formats and terminologies
The Sound Cue Editor
Exercise – importing a sound into the Unreal Editor
Exercise – adding custom sounds to a level
Configuring the Sound Cue Editor
Summary
Chapter 7: Terrain and Cinematics
Introducing terrain manipulation
Introducing cinematics
Why do we need cut scenes?
Cinematic techniques
Getting familiar with the Unreal Matinee Editor
Exercise – creating a simple matinee sequence
Summary
Chapter 8: 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 9: 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 10: Creating Quality Interior Environments
Introduction
Placing static meshes
Placing a particle system
Using Groups
Meshing an example map
Adding life to static meshes
Chapter 11: 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 12: 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 13: Lighting and Shadows
Introduction
Lighting overview – learning the types of lights
Adding moveable lights – flashlight, part 1
Creating a Day/Night cycle
Chapter 14: 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 15: 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 16: 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 17: User Interface
Introduction
Creating a Health/Damage system, part 2 – creating a healthbar
Dynamic enemy healthbars
Creating a main menu
Animating a menu
Chapter 18: Publishing and Deployment
Introduction
Packaging your project
Creating an installer for Windows
Chapter 19: Getting Started with Unreal 4
What to expect
System requirements
Downloading and installing UE4
The Engine Launcher
Summary
Chapter 20: Launching Unreal Engine 4
Meet the Editor
The Unreal Project Browser
The user interface
Hotkeys and controls
Summary
Chapter 21: Building the Game – First Steps
Projects
Bloques
BSP brushes
Blocking out the rooms with BSP brushes
Content Browser
Placing actors
Materials
Lighting
Summary
Chapter 22: Using Actors, Classes, and Volumes
Basic classes
Visual Effects
Volumes
All Classes
Summary
Chapter 23: Scripting with Blueprints
How Blueprint works
The Level Blueprint user interface
Using Level Blueprint in the game
The Blueprint class
Scripting basic AI
Summary
Chapter 24: Using Unreal Matinee
What is Unreal Matinee?
The Unreal Matinee user interface
Animating the door
Summary
Chapter 25: Finishing, Packaging, and Publishing the Game
Adding the main menu using Unreal Motion Graphics
UMG Editor
Creating the main menu
Installing the Android SDK
Setting up the Android device
Packaging the project
Developer Console
Publishing your game
Monetization methods
Mobile performance and optimization
Summary

Book Details

ISBN 139781787123281
Paperback837 pages
Read More
From 4 reviews

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