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Unreal Engine: Game Development from A to Z
Table of Contents
Unreal Engine: Game Development from A to Z
Unreal Engine: Game Development from A to Z
Credits
Preface
What this learning path covers
What you need for this learning path
Who this learning path is for
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Module 1
1. An Overview of Unreal Engine
What goes into a game?
What is a game engine?
The history of Unreal Engine
Game development
Artists
Cinematic creators
Sound designers
Game designers
Programmers
The components of Unreal Engine 4
The sound engine
The physics engine
The graphics engine
Input and the Gameplay framework
Light and shadow
Post-process effects
Artificial intelligence
Online and multiplatform capabilities
Unreal Engine and its powerful editors
Unreal Editor
Material Editor
The Cascade particle system
The Persona skeletal mesh animation
Landscape – building large outdoor worlds and foliage
Sound Cue Editor
Matinee Editor
The Blueprint visual scripting system
Unreal programming
Unreal objects
A beginner's guide to the Unreal Editor
The start menu
Project Browser
Content Browser
Toolbar
Viewport
Scene Outliner
Modes
Summary
2. Creating Your First Level
Exploring preconfigured levels
Creating a new project
Navigating the viewport
Views
Control keys
Creating a level from a new blank map
Creating the ground using the BSP Box brush
Useful tip – selecting an object easily
Useful tip – changing View Mode to aid visuals
Adding light to a level
Useful tip – positioning objects in a level
Adding the sky to a level
Adding Player Start
Useful tip – rotating objects in a level
Viewing a level that's been created
Saving a level
Configuring a map as a start level
Adding material to the ground
Adding a wall
Duplicating a wall
Creating an opening for a door
Adding materials to the walls
Sealing a room
Adding props or a static mesh to the room
Adding Lightmass Importance Volume
Applying finishing touches to a room
Useful tip – using the drag snap grid
Summary
3. Game Objects – More and Move
BSP Brush
Background
Brush type
Brush solidity
Static Mesh
BSP Brush versus Static Mesh
Making Static Mesh movable
Materials
Creating a Material in Unreal
Materials versus Textures
Texture/UV mapping
How to create and use a Texture Map
Multitexturing
A special form of texture maps – Normal Maps
Level of detail
Collisions
Collision configuration properties
Simulation Generates Hit Events
Generate Overlap Events
Collision Presets
Collision Enabled
Object Type
Collision Responses
Trace Responses
Object Responses
Collision hulls
Interactions
Static Mesh creation pipeline
Introducing volumes
Blocking Volume
Camera Blocking Volume
Trigger Volume
Nav Mesh Bounds Volume
Physics Volume
Pain Causing Volume
Kill Z Volume
Level Streaming Volume
Cull Distance Volume
Audio Volume
PostProcess Volume
Lightmass Importance Volume
Introducing Blueprint
Level Blueprint
Using the Trigger Volume to turn on/off light
Using Trigger Volume to toggle light on/off (optional)
Summary
4. Material and Light
Materials
The Material Editor
The rendering system
Physical Based Shading Model
High Level Shading Language
Getting started
Creating a simple custom material
Creating custom material using simple textures
Using custom materials to transform the level
Rendering pipeline
Shaders
APIs – DirectX and OpenGL
DirectX
DirectX12
Pipeline state representation
Work submission
Resource access
Lights
Configuring a Point Light with more settings
Attenuation Radius
Intensity
Use Inverse Squared Falloff
Color
Adding and configuring a Spot Light
Inner cone and outer cone angle
Using the IES Profile
Downloading IES Light Profiles
Importing IES Profiles into the Unreal Engine Editor
Using IES Profiles
Adding and configuring a Directional Light
Example – adding and configuring a Sky light
Static, stationary, or movable lights
Common light/shadow definitions
Static Light
Stationary Light
Movable Light
Exercise – extending your game level (optional)
Useful tips
Guidelines
Area expansion
Part 1 – lengthening the current walkway
Part 2 – creating a big room (living and kitchen area)
Part 3 – creating a small room along the walkway
Part 4 – Creating a den area in the big room
Creating windows and doors
Part 1 – creating large glass windows for the dining area
Part 2 – creating an open window for the window seat
Part 3 – creating windows for the room
Part 4 – creating the main door area
Creating basic furniture
Part 1 – creating a dining table and placing chairs
Part 2 – decorating the sitting area
Part 3 – creating the window seat area
Part 4 – creating the Japanese seating area
Part 5 – creating the kitchen cabinet area
Summary
5. Animation and AI
What is animation?
Understanding how to animate a 3D model
Preparing before animation
How is animation created?
What Unreal Engine 4 offers for animation in games
Importing animation from Maya/3ds Max
Tutorial – importing the animation pack from Marketplace
What can you do with Persona?
Tutorial – assigning existing animation to a Pawn
Why do we need to blend animations?
Tutorial – creating a Blend Animation
Tutorial – setting up the Animation Blueprint to use a Blend Animation
AnimGraph
EventGraph
Artificial intelligence
Understanding a Behavior Tree
Exercise – designing the logic of a Behavior Tree
Example – creating a simple Behavior Tree
How to implement a Behavior Tree in Unreal Engine 4
Navigation Mesh
Tutorial – creating a Navigation Mesh
Tutorial – setting up AI logic
Creating the Blueprint AIController
Creating the Blueprint character
Adding and configuring Mesh to a Character Blueprint
Linking AIController to the Character Blueprint
Adding basic animation
Configuring AIController
Nodes to add in EventGraph
Adjusting movement speed
Creating the BlackBoardData
Adding a variable into BlackBoardData
Creating a Behavior Tree
Creating a simple BT using a Wait task
Using the Behavior Tree
Creating a custom task for the Behavior Tree
Using the PickTargetLocation custom task in BT
Replacing the Wait task with Move To
Implementing AI in games
Summary
6. A Particle System and Sound
What is a particle system?
Exploring an existing particle system
The main components of a particle system
Modules
The design principles of a particle system
Research
The iterative creative process
Example – creating a fireplace particle system
Crafting P_Fireplace
Observing the solo emitters of the system
Deleting non-essential emitters
Focusing on editing the Flame emitter
Looking at the complete particle system
Sound and music
How do we produce sound and music for games?
Audio quality
How are sounds recorded?
The Unreal audio system
Getting audio into Unreal
The audio format
The sampling rate
Bit depth
Supported sound channels
Unreal sound formats and terminologies
The Sound Cue Editor
How to open the Sound Cue Editor
Exercise – importing a sound into the Unreal Editor
Exercise – adding custom sounds to a level
Configuring the Sound Cue Editor
Summary
7. Terrain and Cinematics
Introducing terrain manipulation
Exercise – creating hills using the Landscape tool
Landscape creation options
Multiple landscapes
Using custom material
Importing height maps and layers
Scale
The number of components
Section Size
Introducing cinematics
Why do we need cut scenes?
Cinematic techniques
Adjusted camera functions
Zoom
Field of view
Depth of field
Camera movement
Tilt
Pan
Dolly/track/truck
Pedestal
Capturing a scene
Lighting
Framing
Some framing rules
Shot types
Shot plan
Getting familiar with the Unreal Matinee Editor
Exercise – creating a simple matinee sequence
Summary
2. Module 2
1. Getting Acquainted with the UE4 Interface
Introduction
Installing UE4 and folder structure
How to do it…
There's more…
UI overview
Getting ready
How to do it…
Navigating the viewport
How to do it…
The Content Browser overview
Getting ready
How to do it…
Importing your own content
Getting ready
How to do it…
2. Level Design – Building Out Levels or Greyboxing
Introduction
Building a room
Getting ready
How to do it…
Building out a level
Getting ready
Some keyboard tips
Seeing double – duplicating elements
How to do it…
Applying materials to geometry brushes
Getting ready
How to do it…
Converting brushes to static meshes or volumes
Getting ready
How to do it…
3. Creating Quality Interior Environments
Introduction
Placing static meshes
Getting ready
How to do it…
Placing a particle system
Getting ready
How to do it…
Using Groups
Getting ready
How to do it…
Meshing an example map
Getting ready
How to do it…
Adding life to static meshes
Getting ready
How to do it…
4. Building the Great Outdoors – Exterior Environments
Introduction
Creating a landscape
Getting ready
How to do it…
Building an exterior level using the Sculpt mode
Getting ready
How to do it…
Creating rivers with the Flatten tool
Getting ready
How to do it…
Placing trees and rocks using the Foliage tool
Getting ready
How to do it…
Streaming levels
Getting ready
How to do it…
5. Lights, Camera, Action – Cinematics
Introduction
An introduction to Matinee
Getting ready
How to do it…
Creating an opening cutscene
Getting ready
How to do it…
Playing a Matinee via Blueprints
Getting ready
How to do it…
Preventing a player from moving via cinematic mode
Getting ready
How to do it…
See also
6. Lighting and Shadows
Introduction
Lighting overview – learning the types of lights
Getting ready
How to do it…
Adding moveable lights – flashlight, part 1
Getting ready
How to do it…
Creating a Day/Night cycle
Getting ready
How to do it…
See also
7. Art Pipeline – Working with Materials
Introduction
Creating a custom material
Getting ready
How to do it…
Creating a mirror material
Getting ready
How to do it…
Using Textures and normal maps with Materials
Getting ready
How to do it…
Creating glowing materials with static emissive lighting
Getting ready
How to do it…
Seeing through walls
Getting ready
How to do it…
See also
8. Blueprint Scripting – Level Effects
Introduction
Building a flickering light
Getting ready
How to do it…
Converting from Level to Class Blueprints
Getting ready
How to do it…
Using Trigger Volumes – opening a door using Matinee
Getting ready
How to do it…
Adding to an existing Blueprint – flashlight, part 2
Getting ready
How to do it…
Creating a Health/Damage system, part 1 – taking damage
Getting ready
How to do it…
See also
9. C++ Programming – Gameplay
Introduction
When to use C++/Blueprints
Setting up your development environment
Getting ready
How to do it…
Displaying text during runtime
Getting ready
How to do it…
Networking 101 – creating collectables with networking
Getting ready
How to do it…
Saving or loading games and keyboard input with C++
Getting ready
How to do it…
Creating custom blueprint nodes
Getting ready
How to do it…
See also
10. User Interface
Introduction
Creating a Health/Damage system, part 2 – creating a healthbar
Getting ready
How to do it…
Dynamic enemy healthbars
Getting ready
How to do it…
Creating a main menu
How to do it…
Animating a menu
Getting ready
How to do it…
See also
11. Publishing and Deployment
Introduction
Packaging your project
Getting ready
How to do it…
Creating an installer for Windows
Getting ready
How to do it…
3. Module 3
1. Getting Started with Unreal 4
What to expect
System requirements
Downloading and installing UE4
The Windows directory structure
Windows DirectXRedist
Launcher
4.X folders
The Engine Launcher
News
Learn
Marketplace
Library
UE4 Links
Summary
2. Launching Unreal Engine 4
Meet the Editor
The Unreal Project Browser
The user interface
The tab bar and the menu bar
The toolbar
Viewport
Modes
World Outliner
Content Browser
Details
Hotkeys and controls
Summary
3. Building the Game – First Steps
Projects
Creating a new project
Opening an existing project
Project directory structure
Bloques
Concept
Controls
Creating the project for the game
BSP brushes
Default BSP brush shapes
Editing BSP brushes
Blocking out the rooms with BSP brushes
The first room
The second room
The third room
The fourth room
Content Browser
Migrating and importing assets
Importing assets
Migrating assets
Placing actors
Materials
The Material Editor
The tab and menu bar
The toolbar
The Palette panel
The Stats panel
The Details panel
The Viewport panel
The Graph panel
Applying materials
Creating the materials
Pedestals
Doors
Key Cubes
Decorative assets
Lighting
Mobility
Lighting up the environment
Summary
4. Using Actors, Classes, and Volumes
Basic classes
Adding basic class actors to the game
Placing the Player Start actor
Adding triggers
Room 1
Room 2
Room 3
Room 4
Visual Effects
Adding Visual Effect actors to the game – Post Process Volume
Volumes
Adding Volumes to the game
Lightmass Importance Volume
Nav Mesh Bounds Volume
Room 3
Room 4
All Classes
Adding actors from All Classes
Camera
Matinee actors
Target Point
Room 3
Room 4
Summary
5. Scripting with Blueprints
How Blueprint works
The Level Blueprint user interface
The tab and menu bars
The toolbar
The Details panel
The Compiler Results panel
My Blueprint panel
The Event Graph
Using Level Blueprint in the game
Key cube pickup and placement
The Blueprint class
Creating a Blueprint class
Viewport
The Construction Script
The Event Graph
Scripting basic AI
Summary
6. Using Unreal Matinee
What is Unreal Matinee?
Adding Matinee actors
The Unreal Matinee user interface
The tab and menu bar
The toolbar
The Curve Editor
The Tracks panel
The Details panel
Animating the door
Room 1
Room 2
A bridge for the AI character
Summary
7. Finishing, Packaging, and Publishing the Game
Adding the main menu using Unreal Motion Graphics
UMG Editor
The tab and menu bar
The toolbar
The Graph Editor
The Details panel
The Palette panel
The Hierarchy panel
The Animations panel
Creating the main menu
Installing the Android SDK
Setting up the Android device
Packaging the project
The Maps & Modes settings
The Packaging settings
The Android app settings
Building a package
Developer Console
ALL APPLICATIONS
APK
Store Listing
Content Rating
Pricing & Distribution
In-app Products
Services & APIs
GAME SERVICES
Game details
Linked apps
Events
Achievements
Leaderboards
Testing
Publishing
REPORTS
SETTINGS
ALERTS
Publishing your game
Activating Google services
Preparing the project for shipping
Uploading the game on the Play Store
Monetization methods
Mobile performance and optimization
Summary
A. What Next?
Learn
AnswerHub
Forums
Summary
A. Bibliography
Index
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