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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
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3
3. Character Class Components and Blueprint Setup
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8
8. User Interfaces
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9
9. Audio-Visual Elements
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17
17. Remote Procedure Calls
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18
18. Gameplay Framework Classes in Multiplayer
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Blueprint Function Libraries

In UE4, there's a class called BlueprintFunctionLibary, which is meant to contain a collection of static functions that don't really belong to any specific actor and can be used in multiple parts of your project.

For instance, some of the objects that we used previously, such as the GameplayStatics object and Kismet libraries such as KismetMathLibrary and KismetSystemLibrary, are Blueprint Function Libraries. These contain functions that can be used in any part of your project.

There is at least one function in our project created by us that can be moved to a Blueprint Function library: the CanSeeActor function defined in the EnemyCharacter class.

Let's then, in the first exercise of this chapter, create our own Blueprint Function library, so that we can then move the CanSeeActor function from the EnemyCharacter class to the Blueprint Function library class.

Exercise 7.01: Moving the CanSeeActor Function to the Blueprint Function...

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