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Mastering Unreal Engine 4.X.

Take your game development skills to the next level with one of the best engines on the marketAbout This Book Build an entire AAA game level throughout the book Take your C++ scripting skills to the next level and use them extensively to build the game An advanced practical guide with a tutorial sty...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: A.Moniem, Muhammad
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Packt Publishing, 2016.
Edición:1.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover ; Copyright; Credits; About the Author; Acknowledgments; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Preparing for a Big Project; Overview of the game; Creating a C++ project; The project settings; The editor settings; Mapping the inputs; Migrating assets; Using MarketPlace assets; Retargeting animations; Summary; Chapter 2: Setting Up Your Warrior; The code project; Creating the C++ class; Editing and adding code; The Gladiator header (.h) file; The Gladiator source (.cpp) file; The includes; The constructor; BeginPlay; SetupPlayerInputComponent; Jump.
  • StopJumpingOnAttack; OnPostAttack; OnChangeWeapon; TurnAtRate; LookUpAtRate; OnSetPlayerController; OnChangeHealthByAmount; MoveForward; MoveRight; Compiling the code; Animation assets; Adding sockets to the skeleton; Creating the blend space; The animation blueprint; Building the blueprint; Adding the blueprint to the GameMode; Summary; Chapter 3: Designing Your Playground; The art of level design; Placing assets into the world; Using brushes to enhance level design; Adding lights to the level; Building lightmaps for a level; Creating water surfaces; Player Start; The navigation mesh.
  • Chapter 6: The Magic of ParticlesThe particles editor; Toolbar; The viewport panel; The emitters panel; The details panel; Particle system; Thumbnail; LOD; Bounds; Delay; Macro UV; Occlusion; Materials; The particle emitter; Particle; Cascade; Particle modules; Cascade; Curve Editor; Interpolation modes; Organizing curves; Adding curves to the graph; Removing curves from the graph; Organizing the curve editor with tabs; Spawning particles; Changing parameters at runtime; Summary; Chapter 7: Enhancing the Visual Quality; The lightmass; The Swarm Agent; The ambient occlusion; AO settings.
  • Lightmass settingsWorld Settings; Importance volume settings; The post process project settings; The post process volume; The properties; The available effects; Reflection Capture; Reflection Capture actors; The fog effects; Atmospheric Fog; Adding it; Exponential Height Fog; Adding it; Summary; Chapter 8: Cinematics and In-Game Cutscenes; Matinee actor (cinematic actor); Matinee Editor; Groups; Tracks; Bellz cinematic; The animated fog; Color; Animating exponential height fog; Saving the cinematic as video; Summary; Chapter 9: Implementing the Game UI; UMG as Unreal's UI system.