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Game Development Projects with Unreal Engine

Game Development Projects with Unreal Engine

By : Reis, Hammad Fozi , Gonçalo Marques , David Pereira , Devin Sherry
4.6 (35)
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Game Development Projects with Unreal Engine

Game Development Projects with Unreal Engine

4.6 (35)
By: Reis, Hammad Fozi , Gonçalo Marques , David Pereira , Devin Sherry

Overview of this book

Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects. Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects: building a dodgeball game. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills. You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment. By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life.
Table of Contents (19 chapters)
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Preface

Manipulating Actors

In Unreal Engine, all the objects that can be placed in a level are referred to as Actors. In a movie, an actor would be a human playing a character, but in UE4, every single object you see in your level, including walls, floors, weapons, and characters, is an Actor.

Every Actor must have what's called a Transform property, which is a collection of three things:

  • Location: A Vector property signifying the position of that Actor in the level in the X, Y, and Z axis. A vector is simply a tuple with three floating point numbers, one for the location of the point in each axis.
  • Rotation: A Rotator property signifying the rotation of that Actor along the X, Y, and Z axis. A rotator is also a tuple with three floating point numbers, one for the angle of rotation in each axis.
  • Scale: A Vector property signifying the scale (meaning size) of that Actor in the level in the X, Y, and Z axis. This is also a collection of three floating point numbers...

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