書籍簡(jiǎn)介:
Discover all the secrets of Unreal Engine and create seven fully functional games with the help of step-by-step instructions About This Book Understand what a Blueprint is and how to create a complex visual *ing code Discover the infinite possibilities that Unreal Engine offers, and understand which tool to use, where and when Learn to think like a real game developer in order to create enjoyable and bug-free games using this comprehensive and practical handbook Who This Book Is For This book is ideal for intermediate level developers who know how to use Unreal Engine and want to go through a series of projects that will further their expertise. Working knowledge of C++ is a must. What You Will Learn Write clean and reusable Blueprint *s Develop any kind of game you have in mind, following the rules used by experts Move through Unreal Engine 4, always knowing what you are doing and where to find the right tool for your needs Integrate C++ code into your projects using Visual Studio and the tools that Unreal provides Extricate between classes, nodes, interfaces, macros, and functions Work with different types of assets, from 3D objects to audio sources, from UI buttons to animations Explore all the aspects of the game logic—collisions, navigation meshes, matinees, volumes, events, and states In Detail With the arrival of Unreal Engine 4, a new wonderful tool was born: Blueprint. This visual *ing tool allows even non-programmers to develop the logic for their games, allowing almost anyone to create entire games without the need to write a single line of code. The range of features you can access with Blueprint * is pretty extensive, making it one of the foremost choices for many game developers. Unreal Engine Game Development Blueprints helps you unleash the real power of Unreal by helping you to create engaging and spectacular games. It will explain all the aspects of developing a game, focusing on visual *ing, and giving you all the information you need to create your own games. We start with an introductory chapter to help you move fluidly inside the Blueprint user interface, recognize its different components, and understand any already written Blueprint *. Following this, you will learn how to modify generated Blueprint classes to produce a single player tic-tac-toe game and personalize it. Next, you will learn how to create simple user interfaces, and how to extend Blueprints through code. This will help you make an informed decision between choosing Blueprint or code. You will then see the real power of Unreal unleashed as you create a beautiful scene with moving, AI controlled objects, particles, and lights. Then, you will learn how to create AI using a behavior tree and a global level Blueprint, how to modify the camera, and how to shoot custom bullets. Finally, you will create a complex game using Blueprintable components complete with a menu, power-up, dangerous objects, and different weapons. Style and approach This is an easy-to-follow guide full of practical game examples. Each chapter contains step-by-step instructions to build a complete game and each game uses a different tool in order to cover all the topics in a detailed and progressive manner.
作者簡(jiǎn)介:
Nicola Valcasara
出版日期:
2015-12-29
章節(jié)目錄:
Unreal Engine Game Development Blueprints
Table of Contents
Unreal Engine Game Development Blueprints
Credits
About the Author
About the Reviewer
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
Getting Started with Unreal Blueprints
What is Blueprint?
Types of Blueprints
Level Blueprints
Blueprint class
Data-Only Blueprint
Blueprint Interface
Blueprint Macro Library
Knowing the environment
Creating a project
Creating your first Blueprint class
Menu bar
Toolbar
Viewport
Component panel
Detail panel
My Blueprint panel
Graph editor
Types of variables and data
Nodes
Pins
Blueprint debugging
Blueprint debugger tab
Compiler result
Visual Studio
Creating the project solution
Add a new class from the editor
Summary
Tic-Tac-Toe
What do we need?
Preparing the game
Clean the unnecessary items and scripts
The symbols – create the O and the X
Creating a new material for the symbols
Writing our Blueprints
Turn-based mechanics
Set Static Mesh via Blueprint
Working with arrays
Creating a macro
UI using text render
Custom events
Format text
Score
Game flow
Summar
C++ Code – PAC-MAN
Preparing the game
Creating the project
Transparent materials
The maze
Designing the maze
Applying a material to multiple surfaces
The code
Class Wizard
Collectable
Player character
Movements
Collisions
Winning or losing the game
Dead
C++ class to Blueprint class
Enemies
Enemy Pawn
Enemy AI
Navigation mesh
Game mode
User Interface
Collisions – custom presets and types
Summary
UFO Run - Play with the Environment Effects
Particle system
Cascade
Modules
Emitters
Level of detail
The Cascade interfaceUMG
Widget Blueprint
HUD class
The game
Blocking volumes
The menu camera
Wizard Blueprint
Import a custom font
Buttons
Click events
Set the default camera
HUD class
Player controller class
Start button
In-game screen
Property binding
Switch user interface
Collectables
Materials
Particle system
Required
Spawn
LifeTime
Initial size
Initial velocity
Color Over Life
Size over life
Cylinder
Acceleration
Blueprint script
Spawn volume
Components
Random point function
Actor reference
Gameplay
Prepare the needed references
The player controller class
StartGame
The useFuel event
Spawn Collectable function
Update
Collect Item
The gameOver event
Summary
Top-Down Shooter
Animations
Skeleton
Persona
Animation Sequence
Additive animations
Blending animation
Animation poses
Animation BlueprintsThe gam
Cleaning the unnecessary files
Adjust the imported files
Skeletal Mesh retarget
Animations
Aim Offset
Blend Space
Animation Blueprint – AnimGraph
Animation Notifies
Inputs
Player movements
Aim logic
Rotate To Aim
Set Aim angle
Gate
Start and stop shooting events
Flip the player
Weapon
Socket
Weapon Blueprint class
Animation reloading
Bullet
Player character weapon slots
Weapon collectables
Mono-use weapo
Spawner
Custom component
Animation Blueprint – EventGraph
Enemies
Pawn
A
Game Mode
User interfac
Summary
A Platform Maze
Ragdoll physics
Destructible meshes
Physics constraint
Matinee
Curve Editor
Track View
Create a Matinee
Fake platform corridor
Blueprint Function Library
Kill and respawn a player ragdoll
Create and use a function library
Door trigger volume
Doors within Matinee
Doors within Blueprint
Killer objects
The game
Don't fal
Rolling stones
The falling path
Wrecking balls
Summary
An Open World Survival Game
Landscape
Manage mode
Sculpt mode
Landscape material
Paint tool
Foliage
Day-Night cycle
Collectables and items
Blueprint structures
Superclasses
Extending the superclass
Crafting handler
Implementing the Blueprint Interface
Super item interaction
Inventory system
The inventory button
The inventory craft button
Main user interface
Main setup and visibility
Design the UI
Prepare the cookbook
Receipe button bindings
Add objects to the inventory
Remove and use items
Drop item – character side
Craft items logic
Inventory button logic
Item details and buttons
Summary
Index
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