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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

Servers

The server is the most critical part of the architecture since it's responsible for handling most of the work and making important decisions.

Here is an overview of the main responsibilities of a server:

  1. Creating and managing the shared world instance: The server runs its own instance of the game in a specific level and game mode (this will be covered in the chapters ahead) and that will serve as the shared world between all of the connected clients. The level being used can be changed at any point in time and, if applicable, the server can bring along all of the connected clients with it automatically.
  2. Handling client join and leave requests: If a client wants to connect to a server, it needs to ask for permission. To do this, the client sends a join request to the server, through a direct IP connection (explained in the next section) or an online subsystem such as Steam. Once the join request reaches the server, it will perform some validations to determine...

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