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About Packt
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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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