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Unreal Engine 4 Game Development Quick Start Guide电子书

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12人正在读 | 0人评论 6.2

作       者:Rachel Cordone

出  版  社:Packt Publishing

出版时间:2019-05-31

字       数:20.0万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Learn how to use Unreal Engine 4 by building 3D and multiplayer games using Blueprints Key Features * Learn the fundamentals of Unreal Engine such as project templates, Blueprints, and C++ * Learn to design games; use UMG to create menus and HUDs, and replication to create multiplayer games * Build dynamic game elements using Animation Blueprints and Behavior Trees Book Description Unreal Engine is a popular game engine for developers to build high-end 2D and 3D games. This book is a practical guide, starting off by quickly introducing you to the Unreal Engine 4 (UE4) ecosystem. You will learn how to create Blueprints and C++ code to define your game's functionality. You will be familiarized with the core systems of UE4 such as UMG, Animation Blueprints, and Behavior Trees. You will also learn how to use replication to create multiplayer games. By the end of this book, you will have a broad, solid knowledge base to expand upon on your journey with UE4. What you will learn * Use project templates to give your game a head start * Create custom Blueprints and C++ classes and extend from Epic's base classes * Use UMG to create menus and HUDs for your game * Create more dynamic characters using Animation Blueprints * Learn how to create complex AI with Behavior Trees * Use replication to create multiplayer games * Optimize, test, and deploy a UE4 project Who this book is for Readers who already have some game development experience and Unity users who would like to try UE4 will all benefit from this book. Knowledge of basic Object-Oriented Programming topics such as variables, functions, and classes is assumed.
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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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