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Index
Title Page Copyright and Credits
Unreal Engine 4 Game Development Quick Start Guide
About Packt
Why subscribe? Packt.com
Contributors
About the author About the reviewer Packt is searching for authors like you
Preface
Who this book is for What this book covers To get the most out of this book
Download the example code files Download the color images Conventions used
Get in touch
Reviews
Introduction to Unreal Engine 4
Downloading the UE
Using project templates Initial project setup
The Unreal editor
The Content Browser The Viewport
Viewport options Grid and snap settings
The toolbar World Outliner Details and World Settings
World settings
Editor preferences
Project settings Input settings
Installing and using plugins Adding marketplace items to your project Summary
Programming Using Blueprints
The Blueprint window
Variables
Using variables in the Blueprint window Working With Object/Actor References Casting object references Class default variables
Functions
Local variables
Events
Overridable functions
Graphs Components
Common components Component events
Time for action
Creating a Blueprint from scratch One small material change Creating a child Blueprint Giving our game a goal
Summary
Adding C++ to a Blueprint Project
Technical requirements Creating C++ classes in UE4
Using C++ classes in UE4
Using C++ variables in Blueprint Using C++ functions in Blueprint
BlueprintCallable functions BlueprintPure functions Using out variables in C++
Using events in C++ Summary
Creating HUDs and Menus Using UMG
The Widget Blueprint window
Showing Widget Blueprints in our game
Setting up an interactive menu
Commonly used widgets
The Common section 
Button  Checkbox Image  Progress Bar  Slider  Text
The Input section
ComboBox  Editable Text 
The Primitive and Special Effects sections
Circular Throbber and Throbber  Background Blur 
Using widget events
Widget set nodes Variable binding Adding widgets to other widgets
Modifying the Pickup class Creating the child widget Creating the container widget Adding the container to the HUD
Summary
Animation Blueprints
Creating the attachment
Creating sockets on Skeletal Meshes Spawning and attaching Actors
Animation retargeting
Setting up the source Skeleton Setting up the target Skeleton Retarget the animation
Adding a weapon Equip control
Modifying the Animation Blueprint
The AnimGraph Modifying an Animation state
Summary
AI with Behavior Tree and Blackboard
Creating a simple AI
Creating a Pawn for the enemy Creating a controller for the enemy Pawn Adding a Nav Mesh
Behavior Trees
Creating and running a Behavior Tree Setting up a simple Behavior Tree Setting up a Blackboard
Assigning the Blackboard to a Behavior Tree
Creating a Behavior Tree task
Selectors Decorators Services
Setting up Service in Blackboard
Summary
Multiplayer Games
The client–server model
Testing a listen server
Replication
Variable replication Event replication Flow control in multiplayer Actor replication Multiplayer classes
GameMode and GameState PlayerState, PlayerController, and Pawn
Summary
Optimization, Testing, and Packaging
Optimization The Profiler Blueprint Nativization Debugging in UE4 Packing a project Summary
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