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Book Description

Over 40 recipes to accelerate the process of learning game design and solving development problems using Unreal Engine

About This Book

  • Explore the quickest way to tackle common challenges faced in Unreal Engine
  • Create your own content, levels, light scenes, and materials, and work with Blueprints and C++ scripting
  • An intermediate, fast-paced Unreal Engine guide with targeted recipes to design games within its framework

Who This Book Is For

This book is for those who are relatively experienced with Unreal Engine 4 and have knowledge of its fundamentals. Working knowledge of C++ is required.

What You Will Learn

  • Discover editor functionalities for an in-depth insight into game design
  • Develop environments using terrain for outdoor areas and a workflow for interiors as well using brushes
  • Design various kinds of materials with unique features, such as mirrors and glows
  • Explore the various ways that lighting can be used in the engine
  • Build various level effects using Blueprints, Unreal's visual scripting system
  • Set up a development environment and develop custom functionality with C++ for your games
  • Create healthbars and main menus with animations using Slate, Unreal's UI solution, through the UMG Editor
  • Package and create an installer to get your project out into the world

In Detail

Unreal Engine is powerful tool with rich functionalities to create games. It equips you with the skills to easily build mobile and desktop games from scratch without worrying about which platform they will run on. You can focus on the individual complexities of game development such as animation and rendering.

This book takes you on a journey to jumpstart your game design efforts. You will learn various aspects of the Unreal engine commonly encountered with practical examples of how it can be used, with numerous references for further study. You will start by getting acquainted with Unreal Engine 4 and building out levels for your game. This will be followed by recipes to help you create environments, place meshes, and implement your characters. You will then learn to work with lights, camera, and shadows to include special effects in your game. Moving on, you’ll learn Blueprint scripting and C++ programming to enable you to achieve trigger effects and add simple functionalities. By the end of the book, you will see how to create a healthbar and main menu, and then get your game ready to be deployed and published.

Style and approach

This book offers detailed, easy-to-follow recipes that will help you master a wide range of Unreal Engine 4's features. 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.

Downloading the example code for this book. You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the code file.

Table of Contents

  1. Unreal Engine Game Development Cookbook
    1. Table of Contents
    2. Unreal Engine Game Development Cookbook
    3. Credits
    4. About the Author
    5. About the Reviewers
    6. www.PacktPub.com
      1. Support files, eBooks, discount offers, and more
        1. Why subscribe?
        2. Free access for Packt account holders
    7. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Sections
        1. Getting ready
        2. How to do it…
        3. How it works…
        4. There's more…
        5. See also
      5. Conventions
      6. Reader feedback
      7. Customer support
        1. Downloading the example code
        2. Downloading the color images of this book
        3. Errata
        4. Piracy
        5. Questions
    8. 1. Getting Acquainted with the UE4 Interface
      1. Introduction
      2. Installing UE4 and folder structure
        1. How to do it…
        2. There's more…
      3. UI overview
        1. Getting ready
        2. How to do it…
      4. Navigating the viewport
        1. How to do it…
      5. The Content Browser overview
        1. Getting ready
        2. How to do it…
      6. Importing your own content
        1. Getting ready
        2. How to do it…
    9. 2. Level Design – Building Out Levels or Greyboxing
      1. Introduction
      2. Building a room
        1. Getting ready
        2. How to do it…
      3. Building out a level
        1. Getting ready
          1. Some keyboard tips
          2. Seeing double – duplicating elements
        2. How to do it…
      4. Applying materials to geometry brushes
        1. Getting ready
        2. How to do it…
      5. Converting brushes to static meshes or volumes
        1. Getting ready
        2. How to do it…
    10. 3. Creating Quality Interior Environments
      1. Introduction
      2. Placing static meshes
        1. Getting ready
        2. How to do it…
      3. Placing a particle system
        1. Getting ready
        2. How to do it…
      4. Using Groups
        1. Getting ready
        2. How to do it…
      5. Meshing an example map
        1. Getting ready
        2. How to do it…
      6. Adding life to static meshes
        1. Getting ready
        2. How to do it…
    11. 4. Building the Great Outdoors – Exterior Environments
      1. Introduction
      2. Creating a landscape
        1. Getting ready
        2. How to do it…
      3. Building an exterior level using the Sculpt mode
        1. Getting ready
        2. How to do it…
      4. Creating rivers with the Flatten tool
        1. Getting ready
        2. How to do it…
      5. Placing trees and rocks using the Foliage tool
        1. Getting ready
        2. How to do it…
      6. Streaming levels
        1. Getting ready
        2. How to do it…
    12. 5. Lights, Camera, Action – Cinematics
      1. Introduction
      2. An introduction to Matinee
        1. Getting ready
        2. How to do it…
      3. Creating an opening cutscene
        1. Getting ready
        2. How to do it…
      4. Playing a Matinee via Blueprints
        1. Getting ready
        2. How to do it…
      5. Preventing a player from moving via cinematic mode
        1. Getting ready
        2. How to do it…
        3. See also
    13. 6. Lighting and Shadows
      1. Introduction
      2. Lighting overview – learning the types of lights
        1. Getting ready
        2. How to do it…
      3. Adding moveable lights – flashlight, part 1
        1. Getting ready
        2. How to do it…
      4. Creating a Day/Night cycle
        1. Getting ready
        2. How to do it…
        3. See also
    14. 7. Art Pipeline – Working with Materials
      1. Introduction
      2. Creating a custom material
        1. Getting ready
        2. How to do it…
      3. Creating a mirror material
        1. Getting ready
        2. How to do it…
      4. Using Textures and normal maps with Materials
        1. Getting ready
        2. How to do it…
      5. Creating glowing materials with static emissive lighting
        1. Getting ready
        2. How to do it…
      6. Seeing through walls
        1. Getting ready
        2. How to do it…
        3. See also
    15. 8. Blueprint Scripting – Level Effects
      1. Introduction
      2. Building a flickering light
        1. Getting ready
        2. How to do it…
      3. Converting from Level to Class Blueprints
        1. Getting ready
        2. How to do it…
      4. Using Trigger Volumes – opening a door using Matinee
        1. Getting ready
        2. How to do it…
      5. Adding to an existing Blueprint – flashlight, part 2
        1. Getting ready
        2. How to do it…
      6. Creating a Health/Damage system, part 1 – taking damage
        1. Getting ready
        2. How to do it…
        3. See also
    16. 9. C++ Programming – Gameplay
      1. Introduction
        1. When to use C++/Blueprints
      2. Setting up your development environment
        1. Getting ready
        2. How to do it…
      3. Displaying text during runtime
        1. Getting ready
        2. How to do it…
      4. Networking 101 – creating collectables with networking
        1. Getting ready
        2. How to do it…
      5. Saving or loading games and keyboard input with C++
        1. Getting ready
        2. How to do it…
      6. Creating custom blueprint nodes
        1. Getting ready
        2. How to do it…
        3. See also
    17. 10. User Interface
      1. Introduction
      2. Creating a Health/Damage system, part 2 – creating a healthbar
        1. Getting ready
        2. How to do it…
      3. Dynamic enemy healthbars
        1. Getting ready
        2. How to do it…
      4. Creating a main menu
        1. How to do it…
      5. Animating a menu
        1. Getting ready
        2. How to do it…
        3. See also
    18. 11. Publishing and Deployment
      1. Introduction
      2. Packaging your project
        1. Getting ready
        2. How to do it…
      3. Creating an installer for Windows
        1. Getting ready
        2. How to do it…
    19. Index
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