Mastering Unreal Engine 4.X

Take your game development skills to the next level with one of the best engines on the market

Mastering Unreal Engine 4.X

Muhammad A.Moniem

1 customer reviews
Take your game development skills to the next level with one of the best engines on the market
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Book Details

ISBN 139781785883569
Paperback384 pages

Book Description

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience.

Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting.

By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!

Table of Contents

Chapter 1: Preparing for a Big Project
Overview of the game
Creating a C++ project
The project settings
The editor settings
Mapping the inputs
Migrating assets
Using MarketPlace assets
Retargeting animations
Summary
Chapter 2: Setting Up Your Warrior
The code project
Creating the C++ class
Editing and adding code
The Gladiator header (.h) file
The Gladiator source (.cpp) file
Compiling the code
Animation assets
Building the blueprint
Adding the blueprint to the GameMode
Summary
Chapter 3: Designing Your Playground
The art of level design
Building lightmaps for a level
Player Start
The navigation mesh
Summary
Chapter 4: The Road to Thinkable AI
The overall idea
The AI assets
The animation blueprint
Building the C++ logic
EnemyAIController
Enemy
Building the behavior tree
Creating the blueprint
Adding notifies
What else?
Summary
Chapter 5: Adding Collectables
The idea behind collectables
The base class
The coin class
Making it collectable
Building the blueprint
Going forward
Summary
Chapter 6: The Magic of Particles
The particles editor
Toolbar
The viewport panel
The emitters panel
The details panel
Curve Editor
Spawning particles
Changing parameters at runtime
Summary
Chapter 7: Enhancing the Visual Quality
The lightmass
The Swarm Agent
The ambient occlusion
Lightmass settings
The post process project settings
Reflection Capture
The fog effects
Summary
Chapter 8: Cinematics and In-Game Cutscenes
Matinee actor (cinematic actor)
Bellz cinematic
The animated fog
Summary
Chapter 9: Implementing the Game UI
UMG as Unreal's UI system
The game UI widget
UMG Designer
Constructing the UI
Adding animations to the UI
Connecting the UI with the game logic
What else?
Summary
Chapter 10: Save the Game Progress
Building the SaveGame class
Saving and loading game data in C++
The *.sav file
Saving and loading game data in blueprints
Summary
Chapter 11: Controlling Gameplay via Data Tables
Data table sheets
Creating the data table asset
Creating a data structure
Blueprint data structure
C++ data structure
Reading from data tables
Summary
Chapter 12: Ear Candy
Importing audio files
Sound assets
Sound cue editor
Audio volumes
Playing sound effects
Summary
Chapter 13: Profiling the Game Performance
The blueprint debugger
The Collision Analyzer
The console
The FPS charts
The view modes and visualizers
The GPU visualizer
The Device Manager
Device Profiles
Summary
Chapter 14: Packaging the Game
Preparing the project for building
Packaging settings
Maps & Modes settings
Description settings
Platform settings
Adding different screens
Packaging the game
Cooking the content
Project Launcher and DLCs
Packaging a release
Packaging a patch or DLC
Summary

What You Will Learn

  • Script your player controls in C++
  • Build a superb and engaging level with advanced design techniques
  • Program AI with C++
  • Use Cascade to add life to your games
  • Use custom shaders and advanced shading techniques to make things pretty
  • Implement an awesome UI in the game
  • Control gameplay using data tables

Authors

Table of Contents

Chapter 1: Preparing for a Big Project
Overview of the game
Creating a C++ project
The project settings
The editor settings
Mapping the inputs
Migrating assets
Using MarketPlace assets
Retargeting animations
Summary
Chapter 2: Setting Up Your Warrior
The code project
Creating the C++ class
Editing and adding code
The Gladiator header (.h) file
The Gladiator source (.cpp) file
Compiling the code
Animation assets
Building the blueprint
Adding the blueprint to the GameMode
Summary
Chapter 3: Designing Your Playground
The art of level design
Building lightmaps for a level
Player Start
The navigation mesh
Summary
Chapter 4: The Road to Thinkable AI
The overall idea
The AI assets
The animation blueprint
Building the C++ logic
EnemyAIController
Enemy
Building the behavior tree
Creating the blueprint
Adding notifies
What else?
Summary
Chapter 5: Adding Collectables
The idea behind collectables
The base class
The coin class
Making it collectable
Building the blueprint
Going forward
Summary
Chapter 6: The Magic of Particles
The particles editor
Toolbar
The viewport panel
The emitters panel
The details panel
Curve Editor
Spawning particles
Changing parameters at runtime
Summary
Chapter 7: Enhancing the Visual Quality
The lightmass
The Swarm Agent
The ambient occlusion
Lightmass settings
The post process project settings
Reflection Capture
The fog effects
Summary
Chapter 8: Cinematics and In-Game Cutscenes
Matinee actor (cinematic actor)
Bellz cinematic
The animated fog
Summary
Chapter 9: Implementing the Game UI
UMG as Unreal's UI system
The game UI widget
UMG Designer
Constructing the UI
Adding animations to the UI
Connecting the UI with the game logic
What else?
Summary
Chapter 10: Save the Game Progress
Building the SaveGame class
Saving and loading game data in C++
The *.sav file
Saving and loading game data in blueprints
Summary
Chapter 11: Controlling Gameplay via Data Tables
Data table sheets
Creating the data table asset
Creating a data structure
Blueprint data structure
C++ data structure
Reading from data tables
Summary
Chapter 12: Ear Candy
Importing audio files
Sound assets
Sound cue editor
Audio volumes
Playing sound effects
Summary
Chapter 13: Profiling the Game Performance
The blueprint debugger
The Collision Analyzer
The console
The FPS charts
The view modes and visualizers
The GPU visualizer
The Device Manager
Device Profiles
Summary
Chapter 14: Packaging the Game
Preparing the project for building
Packaging settings
Maps & Modes settings
Description settings
Platform settings
Adding different screens
Packaging the game
Cooking the content
Project Launcher and DLCs
Packaging a release
Packaging a patch or DLC
Summary

Book Details

ISBN 139781785883569
Paperback384 pages
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