Index
A
- ACharacter base class
- actor
- Actor
- Actors
- advanced collision, UE4
- AI
- AI Character
- Alpha channels
- animation
- animation assets
- Animation Blueprint
- Animation Blueprint Event Graph
- Animation Graph
- animation notifications
- Animation Notifies
- animations
- ANSCharacter blueprint, Networked Shooter game
- Artificial Intelligence (AI)
B
- Barrel Hopper;about / Creating the level
- Barrel Hopper Character / Bringing our character to life
- Barrel Hopper game
- Barrels, exploding / Exploding barrels
- Players Death Rattle / Players death rattle
- persistent looping level sound, creating / Looping level sound
- finishing touches, adding / Adding the finishing touches to Barrel Hopper
- ragdoll physics, adding to character / Ragdolls and Event dispatchers
- event dispatcher, creating / Ragdolls and Event dispatchers
- basic HUD, creating / Creating a basic HUD
- HUD object, making / Making the HUD object
- in game HUD, drawing / Drawing the in game HUD
- Font objects, creating / Making the font
- information, parsing / Parsing information to and setting the HUD
- HUD, setting / Parsing information to and setting the HUD
- Barrel Hopper project
- BarrelKiller object / Masking our destruction with particles
- barrels
- basic actor
- basic behavior tree
- behavior tree
- blackboard
- Blend
- BlendSpace
- Blendspace / Importing and exporting animation assets
- blocking geometry
- Blueprint
- Blueprint abstraction / Defining the FPC constructor
- Blueprint elements
- Blueprint function
- Blueprint Graphs / Modifying the Hello Sphere Blueprint
- BlueprintNativeEvent
- blueprints
- Blueprints
- Boss
- Boss inner material
- Boss Mode
- damage, in UE4 / Damage in UE4
- boss state and enums, in Blackboard / Boss state and enums in blackboard!
- C++ enum, interpreting in Blackboard / Interpreting our C++ enum in Blackboard
- BossBT, modifying to support boss states / Modifying the BossBT to support Boss States
- BossBT, debugging to check Blackboard values / Debugging BossBT to check Blackboard values
- ABMIController, upgrading / Upgrading the ABMIController
- player, tracking / Tracking to the player
- boss, arming / Arming the boss
- Turret boss state, adding / Adding the Turret boss state
- final behavior state / The Final Behaviour State
- BMRandomMoveTo class / BMRandomMoveTo
- BossBT, finishing / Finishing the BossBT
- Boss Mode project
- Boss outer material
- Bounty Dash game
- C++ character, creating / Creating a C++ character
- C++ project, creating / Create the C++ project
- character, creating / Creating the Character, What we have been given
- requisites / What we are going to need
- members, declaring of BountyDashCharacter / BountyDashCharacter's members
- methods, of BountyDashCharacters / BountyDashCharacters methods
- character, constructing / Constructing the Character
- components, setting up / Setting up the components
- begin Play function, writing / Writing the begin Play function
- In-Editor objects, obtaining with Game World / Getting In-Editor objects using the Game World
- TArrays, sorting with Lambdas / Sorting TArrays with Lambdas
- inputs, setting up in C++ / Setting up inputs in C++
- actions, binding / Binding actions
- tick function, writing / How our Character is going to Tick
- time, compiling / Compile time
- C++ world objects, creating / Creating the C++ world objects
- BSP brushes, converting to static mesh / Converting BSP brushes to a static mesh
- illusion of movement, creating within level / Smoke and mirrors with C++ objects
- BountyDashGameMode, modifying / Modifying the BountyDashGameMode
- BountyDashGameMode class definition / BountyDashGameMode class definition
- BountyDashGameMode function definition / BountyDashGameMode function definitions
- Game mode, obtaining via Template functions / Getting our game mode via Template functions
- floor, coding / Coding the floor
- obstacles, creating / Creating the obstacles
- actors, spawning from C++ / Spawning actors from C++!
- Obstacle Spawner class definition / Obstacle Spawner class definition
- Obstacle Spawner function definitions / Obstacle Spawner function definitions
- information, obtaining from components in C++ / Getting information from components in C++
- obstacle spawner, bringing into scene / Ensuring the Obstacle Spawner works
- coin object, minting / Minting the coin object
- interactions, creating between world objects / Creating the interactions between the world objects
- character, pushing / Pushing the Character, Pushing the character back
- ABountyDashCharacter Collision functions / ABountyDashCharacter Collision functions
- coins, picking up / Picking up coins
- coin collision functionality / Coin collision
- object hierarchies, cleaning up / Cleaning up shop and object hierarchies
- Shop hierarchies, cleaning up / Cleaning up shop and object hierarchies
- BountyDashObject object, creating / BountyDashObject
- existing objects, modifying / Modifying existing objects
- plugin, creating with C++ / Creating a Plug-in with C++
- code files / Modules and code files
- modules / Modules and code files
- plugin, anatomy / The anatomy of a plugin
- plugin, describing / Describing a plugin
- PowerUpPlugin.uplugin / PowerUpPlugin.uplugin
- plugin module / Working with our first plugin module
- PowerUpPlugin.Build.cs / PowerUpPlugin.Build.cs
- PowerUpPlugin code module, declaring / Declaring the PowerUpPlugin code module
- PowerUp object, adding / Adding the PowerUp object
- plugin, using in engine / Using our plugin in engine
- BountyDashPowerUp object, creating / Creating the BountyDashPowerUp object
- Power-ups, incorporating / Incorporating power-ups into Bounty Dash
- Coin Spawner, modifying / Modifying the Coin Spawner
- project, running / Build, run, and test!
- project, building / Build, run, and test!
- project, testing / Build, run, and test!
- collision functionality, with power ups / Colliding with power ups
- character, powering up / Powering up the character
- game speed, reducing / Reducing the game speed
- coin magnet, making / Making the coin magnet
- Destructible Meshes, creating / How to create, load and smash Destructible Meshes
- Destructible Meshes, loading / How to create, load and smash Destructible Meshes
- Destructible Meshes, smashing / How to create, load and smash Destructible Meshes
- HUDs, creating C++ used / Creating HUDs using C++
- ABountyDashHUD object, creating / ABountyDashHUD
- information, obtaining from objects / Getting information from our objects
- HUD class, setting in game mode / Setting the HUD class in the game mode
- Custom DrawHUD function, implementing / Implementing a custom DrawHUD function
- loop, completing / Completing the Bounty Dash game loop!
- pausing / The beginning of the end and pausing the game, Pausing the Game
- restarting / Restarting the game
- game over text, drawing / Drawing the game over text
- wall of death, finishing / Finishing the wall of death and polishing the project
- project, polishing / Finishing the wall of death and polishing the project
- wall of death, making / Making the wall of death
- new floor mesh, making / Making the new floor mesh
- ADestroyedFloorPiece object, creating / ADestroyedFloorPiece
- AFloor object, modifying / Modifying the AFloor object
- sound, playing / Bells, whistles and explosions
- sound, playing from C++ / Playing sound from C++
- particles, playing from C++ / Playing particles from C++
- character, running / Getting the character to run
- popping of meshes, concealing / The last bit of concealer
- branch nodes
- BSP geometry / Creating the level
- build configuration
- build targets
- build types
C
D
E
F
- Fire Particles
- first-person character (FPC)
- floor, Bounty Dash game
- Floor function definitions, Bounty Dash game
- flow control nodes, Unreal
- FOV / Camera settings
- frame
- FText
G
H
- header file
- Hello Sphere Blueprint
- Hello World, for C++
- about / Hello World for C++
- first code class, exploring / Exploring your first code class
- Unreal Build Tool, accommodating for / Accommodating for the Unreal Build Tool
- header file, breaking down / Breaking down the rest of the header file
- components, adding / Adding components and object creators
- object creators, adding / Adding components and object creators
- object finders / Construction helpers and object finders
- construction helpers / Construction helpers and object finders
- code, building / Building the code
- Fire Particles, adding / Adding Fire Particles and Hot Compilation
- Hot Compilation, adding / Adding Fire Particles and Hot Compilation
- events, receiving through delegates / Hello world text and receiving events through delegates
- Hello world text / Hello world text and receiving events through delegates
- 3D text, adding / Adding the 3D text
- events / Delegates and Events
- delegates / Delegates and Events
- delegates, reference link / Delegates and Events
- Hello Sphere / Polishing the sphere
- high-detail levels
- Hot Compilation
- HUD / Game modes and how to make them
I
- input events
- inputs, branch node
K
L
- level to support AI, modifying
- line trace
- listen server
- listen server instance
- logical node / Branch nodes
- looping
M
- material
- Material editor
- material expression
- materials / Creating the level
- Material system
N
- networked First Person Shooter, Networked Shooter game
- Networked Shooter game
- project, creating / Creating the project
- marketplace package, adding / Adding a marketplace package
- networked First Person Shooter, starting / Starting the networked First Person Shooter
- dynamic materials / Dynamic materials and material parameters
- Material parameters / Dynamic materials and material parameters
- player, shooting / Getting the player to shoot… online
- UE4 timers / Taking damage and UE4 timers
- shop, cleaning up / Cleaning up shop
- ANSCharacter blueprint, preparing / Preparing the ANSCharacter blueprint
- physical arrangement, constructing of character's component / Tying it all together
- spawn points / Spawn points and spawning the players
- players, spawning / Spawn points and spawning the players, Spawning the players
- ANSSpawnPoint class, defining / Defining the ANSSpawnPoint class
- ANSSpawnPoint function definitions / ANSSpawnPoint function definitions
- game modes / Game modes and servers
- servers / Game modes and servers
- game mode class definition / Game mode class definition
- game mode, constructing / Construction the Game mode and Finding Spawn points
- spawnpoints, finding / Construction the Game mode and Finding Spawn points
- ending / Ending the Game and ticking the game mode
- game mode, ticking / Ending the Game and ticking the game mode
- players, connecting / Connecting players
- players, respawning / Respawning the player
- game map, preparing / Preparing our game map
- game functionality, testing / Testing our game functionality
- HUD, drawing / Drawing the HUD and preparing the lobby
- lobby, preparing / Drawing the HUD and preparing the lobby
- GameState, creating / Creating the GameState
- basic information drawing, in HUD / Drawing in the HUD
- testing / Testing our Game
- networking patterns
- network multiplayer theory
- network ownership
- network roles
- normal maps
- NS package
- NS project
O
P
R
S
T
- text parameter / Working with Blueprint graphs
- Text Render component
- Transition Lines
- transition rules
- traveling, within networked multiplayer games
- trigger volumes
U
- UE
- UE4
- UE4 materials
- UE4 networking
- UE4 object hierarchy
- UE4 replication
- UE AI
- UE Character
- Unreal
- Unreal animation
- Unreal Build Tool (UBT)
- Unreal Engine
- Unreal Engine 4 (UE4)
- Unreal Engine UI
- Unreal factor
- Unreal Garbage Collector / Adding components and object creators
- UV
V
- values
- visual clutter / Camera settings
- Visual Studio, setting up with Unreal Engine
W
X
Y
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