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Index
Title Page
Copyright and Credits
Mastering Game Development with Unreal Engine 4 Second Edition
Dedication
Packt Upsell
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
Making a C++ Project for a First-person Shooter
Introduction
Technical requirements
Building the FPS C++ project
Installing and building UE4
Running the editor and picking a template
Building and running the game project
Modifying our game with C++
Overriding the character class
Editing our class in VS and hot-reloading the editor
Summary
Questions
Further reading
Inventory and Weapons for the Player
Introduction
Technical requirements
Adding the Weapon and Inventory classes
Creating our Weapon class
Converting the existing gun
Creating an inventory and adding a default gun
Adding a WeaponPickup class
Creating a new actor class
Setting up our blueprints
Back to code to finish up
Putting our inventory to use
Adding controls to cycle weapons
Adding swapping of weapons to our character
Bringing it all together
Summary
Questions
Further reading
Blueprint Review and When to Use BP Scripting
Introduction
Technical requirements
Blueprint review and Blueprint-only games
Blueprint overview
Blueprint-only games – is this right for you?
Blueprint scripting and performance
Blueprint scripting example – moving platform and elevator
Blueprint tips, tricks, and performance hits
Summary
Questions
Further reading
U.I. Necessities, Menus, HUD, and Load/Save
Introduction
Technical requirements
Integrating UMG into our player's HUD class
Building icons for the inventory with screen captures
Using UMG to display inventory icons on screen
Synchronizing your inventory and HUD
Using UMG and game save slots
Creating a widget for save slots
Creating a save game file
Save and load from our menu
Summary
Questions
Further reading
Adding Enemies!
Introduction
Technical requirements
Creating an AI controller and a basic brain
Proving out the basics
Adding C++ decision making to the behavior tree
Attacking the player
More polished combat – spawn points, hit reactions, and dying
Spawn points for enemy placement
Hit reactions and dying
Notes on load/save
Summary
Questions
Further reading
Changing Levels, Streaming, and Retaining Data
Introduction
Technical requirements
Traditional level loading
The basics
Using load/save to transition
Perchance to stream?
Streaming advantages and disadvantages
Example streaming and best practices
Summary
Questions
Further reading
Getting Audio in Your Game
Introduction
Technical requirements
Basic sounds and triggering by animation
Sounds, cues, channels, dialog, FX volumes, and more!
Triggering sounds from animation
Environments and sound
Hitting different surfaces
Player footfalls and environment FX
Summary
Questions
Further reading
Shader Editing and Optimization Tips
Introduction
Technical requirements
Knowing and building materials
Overview of materials, material instance creation, and use
Working on material networks and performance tips at editor time
Materials at runtime and various platforms
Runtime tools and techniques to quickly iterate shaders
Know Your Platform and How to Adapt Shaders!
Summary
Questions
Further reading
Adding an In-game Cutscene with Sequencer
Introduction
Technical requirements
Sequencer – UE4's newest cutscene tool
Why use sequencer?
Adding a scene and triggering it
Alternatives to sequencer
Fast and easy in-game scenes
Matinee
Summary
Questions
Further reading
Packaging the Game (PC, Mobile)
Introduction
Technical requirements
Know your platform(s)
Setting up an installable PC version and general settings
Android setup
iOS setup
How to build, test, and deploy
UE4’s play options vs package project
When and how to build and test on device
Making standalone builds and installing them
Avoiding rebuild-hell on platforms near releases
Summary
Questions
Further reading
Volumetric Lightmaps, Fog, and Precomputing
Introduction
Technical requirements
Volumetric lightmaps, lightmass, and fog
Adding volumetric lightmaps with lightmass volumes
Using Atmospheric Fog
Using Volumetric Fog
Lightmass tools
Learning Lightmass settings and previewing tools
Profiling lightmaps
Summary
Questions
Further reading
In-scene Video and Visual Effects
Introduction
Technical requirements
Playing in-scene video with Media Framework
Creating our assets
Building and playing the video in-scene
Adding physics particles
Creating our initial emitter on projectile hit
Orienting and adjusting physics of the particles
Summary
Questions
Further reading
Virtual Reality and Augmented Reality in UE4
Introduction
Technical requirements
Making a VR project and adding new controls
Making the initial VR project
Building and deploying for GearVR
Adding HMD controls
Making an AR project and porting our projectiles
Making the initial AR project
Android deployment specifics
Porting our projectiles and firing them in AR
Summary
Questions
Further reading
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