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Benjamin Carnall - Unreal Engine 4.X By Example

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Benjamin Carnall Unreal Engine 4.X By Example
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Key Features A unique resource on Unreal with an interactive example based approach that is sure to get you up and running immediately Will feature four unique game projects that increase in complexity which will enable readers to build their game development skills using Unreal Engine 4 and the C++ programming language Will be the most up to date book in the market on Unreal with full coverage of the new features of UE4 Book Description

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in todays development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engines tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++.

This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engines rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.

What you will learn Use C++ with Unreal Engine to boost the development potential of any Unreal Engine project Vastly improve workflow and content creation with the visual scripting system blueprint Design, test, and implement interesting game worlds using Unreal Engines built-in editor Build a networked, feature-rich first person shooter that you can play with others over LAN Build design-centric game worlds that play to needs of your game ideas Paint your game worlds via the creation and modification of visual shaders called materials Gain knowledge of other game development disciplines through the use of the Animation and Material tool sets Create feature-rich game projects with a sophisticated visual quality and feature set About the Author

Benjamin Carnall is an enthusiastic and dedicated programmer whose love for problem solving led him to the world of game development. He relishes opportunities to learn new and interesting ways to create gameplay experiences for others. Ben began his journey with Game Development in 2012, after he graduated from Media Design School with a diploma in interactive gaming. He then went on to graduate from the same university with a bachelors of software engineering in 2014. Since then, Ben has immersed himself in the Game Development community of New Zealandstarting out as a programming contractor and working on various titles around Auckland. He then began to work as a lecturer at Media Design School and taught Graphics programming for games, Physics programming for games, and Sony PlayStation development at the bachelors level. Most recently, Ben has been working as a programmer for the studio Aroura44, developing a title called Ashen.

Table of Contents Introduction to Unreal Engine 4 Blueprints and Barrels Your First Game Advanced Blueprint, Animation, and Sound Unreal Engine, C++, and You Upgrade Activated Making Bounty Dash with C++ Power Ups for Your Character, Power Ups for the User Boss Mode Activated Unreal Robots Advanced AI and Unreal Rend

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Unreal Engine 4.X By Example

Table of Contents
Unreal Engine 4.X By Example

Unreal Engine 4.X By Example

Copyright 2016 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: July 2016

Production reference: 1260716

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78588-553-2

www.packtpub.com

Credits

Author

Benjamin Carnall

Reviewer

Matt Matte

Commissioning Editor

Amarabha Banerjee

Acquisition Editor

Reshma Raman

Content Development Editor

Parshva Sheth

Technical Editor

Gebin George

Copy Editor

Joanna McMahon

Project Coordinator

Ritika Manoj

Proofreader

Safis Editing

Indexer

Tejal Daruwale Soni

Graphics

Abhinash Sahu

Production Coordinator

Aparna Bhagat

About the Author

Benjamin Carnall is an enthusiastic and dedicated programmer whose love for problem solving led him to the world of game development. He relishes opportunities to learn new and interesting ways to create gameplay experiences for others. Ben began his journey with Game Development in 2012, after he graduated from Media Design School with a diploma in interactive gaming. He then went on to graduate from the same university with a bachelors of software engineering in 2014. Since then, Ben has immersed himself in the Game Development community of New Zealandstarting out as a programming contractor and working on various titles around Auckland. He then began to work as a lecturer at Media Design School and taught Graphics programming for games, Physics programming for games, and Sony PlayStation development at the bachelors level. Most recently, Ben has been working as a programmer for the studio Aroura44, developing a title called Ashen.

I would like to thank so many people for supporting me during the authoring of this book. Thanks to the wonderful people around me, I remained fed and happy while endeavoring to put into words the jumble of information that knocks around in my head.

Thank you to my parents for making sure I stayed healthy and well fed. Thank you to my lovely Emily, for keeping my morals high and my smile wide. Thanks to the team at Epic for making such an awesome engine! Without them I would not be writing this now. Thanks to my editor, Parshva Sheth, for working through this with me, we made it! And finally, I'd like to thank you, the reader, for taking a chance with this book and for jumping into the world of game development!

About the Reviewer

Matt Matte is the founder of Full Metal Jacket Games, and he was recently featured on Unreal Engine's Spotlight Projects section with their Tron- inspired VR game. Matt is the official Seattle Unreal Engine Rep and the organizer of the largest Unreal Engine Meetup in the world, with over 800 members. He's published three games with Unreal Engine. The latest game released in August 2016 is Monkey Land 3D: Reaper Rush.

Matt has over 10 years of experience in Unreal Engine, starting with building mods in the Unreal Engine 3 editor and then moving on to UDK and UE4 to build completely original titles. He's an expert Unreal developer and technical artist that specializes in setting up characters, both controlled by a player and Artificial Intelligence, including rigging and creating animations, setting up physics with the PHAT editor, animation blueprints, and blending, AI behavior trees, and synchronized special effects. He's created games with Blueprints only and a hybrid of both C++ and Blueprints.

His primary focus is on virtual reality games. F.M.J. Games has won two Seattle VR Hackathons for best graphics and experience. They also won the Peoples Choice Award for NASA's 2015 Space Apps Challenge, all with UE4 and its powerful real-time rendering. They've been awarded new VR hardware by Epic, Oculus, and Valve for their accomplishments in VR design.

Matt has reviewed the blueprints and code in this book and tested that they work and are fully functional. Contact Matt through www.fmjgames.com for anything Unreal Engine game development related.

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Preface

Unreal Engine 4 is a cutting-edge game development engine that has revolutionized the way developers pay for engine licenses. Instead of forking out millions of dollars to access this first class engine, developers can use it completely free of charge, until they find themselves with a profitable product on their hands.

Unreal Engine 4 provides a rich AAA development toolset with cutting-edge technical features to anyone who is keen to develop great games. The engine has been developed in C++, and not only are we able to leverage the power of C++ for our projects, but we also have access to the entire engine source! This book will start you on your journey toward mastering UE4's toolset and becoming a proficient C++ UE4 developer!

What this book covers

, Introduction to Unreal Engine 4 , takes you through the installation of UE4, creating new UE4 projects, and an introductory overview of the main engine editor.

, Blueprints and Barrels Your First Game , introduces you to the world of Blueprint Visual Scripting. You will leverage the Blueprint system of UE4 to create your first UE4 game project, called Barrel Hopper.

, Advanced Blueprint, Animation, and Sound , covers some of the more advanced Blueprint concepts, and it also concludes the development of the Barrel Hopper project by showing you how to include animation and sound in your projects.

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