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Rachel Cordone - Unreal Engine 4 Game Development Quick Start Guide: Programming professional 3D games with Unreal Engine 4

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Unreal Engine 4 Game Development Quick Start Guide: Programming professional 3D games with Unreal Engine 4: summary, description and annotation

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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 games 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 Epics 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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Unreal Engine 4 Game Development Quick Start Guide
Programming professional 3D games with Unreal Engine 4
Rachel Cordone

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BIRMINGHAM - MUMBAI
Unreal Engine 4 Game Development Quick Start Guide

Copyright 2019 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 or its dealers and distributors, will be held liable for any damages caused or alleged to have been 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.

Commissioning Editor: Pavan Ramchandani
Acquisition Editor: Siddharth Mandal
Content Development Editor: Roshan Kumar
Technical Editor: Sushmeeta Jena
Copy Editor: Safis Editing
Project Coordinator: Namrata Swetta
Proofreader: Safis Editing
Indexer: Pratik Shirodkar
Graphics: Alishon Mendonsa
Production Coordinator: Nilesh Mohite

First published: May 2019

Production reference: 1270519

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.

ISBN 978-1-78995-068-7

www.packtpub.com

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Contributors
About the author

Rachel Cordone is a game designer and programmer who has been working with the Unreal Engine since the 1990's. She has worked with various game and simulation companies since 2003 on everything from PC, console, mobile, to VR and AR projects. For the past decade, Rachel has offered remote contract programming services to training software development companies including Northrop Grumman and Parsons Brinkerhoff. On the side, she makes video games through her company, Stubborn Horse Studios. She also wrote the book Unreal Development Kit Game Programming with UnrealScript for Packt.

I would like to thank all of the floppy-eared goats of the world, and my fiance for his support.
About the reviewer

Katax Emperore first encountered digital games when he got the Fire Attack series by Nintendo. One game stuck with him, a platform-based game called Shadow of the Beast by Psygnosis. He designs, develops, and teaches game design and programming. The Amiga platform created a high-quality gaming experience supported by an advanced architecture. It was a popular computer with real stereo sound, supported by advanced Direct Memory Access technology. He learned many aspects of programming, multitasking, DMA, interactive applications, I/O port mappings, graphic design, and 3D programming. When Microsoft introduced Windows 98, he learned programming, and 3D and graphic design, which led him to dedicate his education and career to the IT industry.

I am grateful to John Carmack, from id Software, for his efforts and great work on 3D graphic programming. What he invented back in 90's was the beginning of the wonderful genre of first-person shooter games. Also, I would like to thank Westwood Studios for introducing the Command and Conquer series to the gaming world. This game pioneered many aspects of modern real-time strategy games, which later powered many sub-genres in this area as well.
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Preface

Unreal Engine 4 (UE4) can make developing your own games simple, even for those who have no prior programming experience. This book will get you up to speed with the major features of UE4 quickly, and leave you with the resources required to expand your knowledge through other tutorials and official documentation.

Each chapter builds and expands on a working game. It won't be anything fancy, but you'll be able to see how UE4's systems interact by means of a working example.

Who this book is for

This book is aimed at readers who already have some game development experience and would suit Unity users who would like to try UE4. It is assumed that the reader has knowledge of basic object-oriented programming topics such as variables, functions, and classes.

What this book covers

, Introduction to Unreal Engine 4 , looks into how Unreal Engine can be downloaded and installed. We will get a head start on the project's development. We will also learn how to use plugins and marketplace items to expand on the editor's capabilities and further simplify our own project's development.

, Programming Using Blueprints , shows how to create custom Blueprint classes and use variables and functions within Blueprint classes. You will also gain an understanding of the differences between functions and events.

, Adding C++ to a Blueprint Project , covers creating and using classes in UE4. You will also learn to create custom Blueprint Events in C++.

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