Unreal engine game development blueprints discover all the secrets of Unreal Engine and create seven fully functional games with the help of step-by-step instructions
Annotation
Main Author: | |
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Format: | eBook |
Language: | English |
Published: |
Birmingham
Packt Publishing
2015
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Series: | Community experience distilled
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Subjects: | |
Online Access: | |
Collection: | O'Reilly - Collection details see MPG.ReNa |
Table of Contents:
- Creating the project solutionAdd a new class from the editor; Summary; Chapter 2: 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; Summary; Chapter 3: C++ Code
- PAC-MAN; Preparing the game; Creating the project; Transparent materials; The maze; Designing the maze
- Applying a material to multiple surfacesThe 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; Chapter 4: UFO Run
- Play with the Environment Effects; Particle system; Cascade; Modules; Emitters; Level of detail; The Cascade interface; UMG; Widget Blueprint; HUD class; The game; Blocking volumes; The menu camera; Wizard Blueprint; Import a custom font; Buttons; Click events
- Set the default cameraHUD 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; Chapter 5: Top-Down Shooter; Animations; Skeleton
- Animation Blueprint
- EventGraph
- Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: 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
- PersonaAnimation Sequence; Additive animations; Blending animation; Animation poses; Animation Blueprints; The game; 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 weapon; Spawner; Custom component