Marques / Sherry / Pereira | Elevating Game Experiences with Unreal Engine 5 | E-Book | sack.de
E-Book

E-Book, Englisch, 760 Seiten

Marques / Sherry / Pereira Elevating Game Experiences with Unreal Engine 5

Bring your game ideas to life using the new Unreal Engine 5 and C++
2. Auflage 2022
ISBN: 978-1-80324-809-7
Verlag: De Gruyter
Format: EPUB
Kopierschutz: 0 - No protection

Bring your game ideas to life using the new Unreal Engine 5 and C++

E-Book, Englisch, 760 Seiten

ISBN: 978-1-80324-809-7
Verlag: De Gruyter
Format: EPUB
Kopierschutz: 0 - No protection



Immerse yourself in the Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. Elevating Game Experiences with Unreal Engine 5 will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects.
The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects, building a dodgeball game, where you'll learn the concepts of line traces, collisions, projectiles, user interface, and sound effects. You'll also discover how to combine these concepts to showcase your new skills. The second project, a side-scroller game, will help you implement concepts such as animation blending, enemy AI, spawning objects, and collectibles. And finally, you'll cover the key concepts in creating a multiplayer environment as you work on the third project, an FPS game.
By the end of this Unreal Engine book, you'll have a broad understanding of how to use the tools that the game engine provides to start building your own games.

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Weitere Infos & Material


Table of Contents - Introduction to Unreal Engine
- Working with Unreal Engine
- Character Class Components and Blueprint Setup
- Getting Started with Player Input
- Query with Line Traces
- Setting Up Collision Objects
- Working with UE5 Utilities
- Creating User Interfaces with UMG
- Adding Audio-Visual Elements
- Creating the SuperSideScroller Game
- Working with Blend Space 1D, Key Bindings, and State Machines
- Animation Blending and Montages
- Creating and Adding the Enemy Artificial Intelligence
- Spawning the Player Projectile
- Exploring Collectibles. Power-Ups, and Pickups
- Getting Started with Multiplayer Basics
- Using Remote Procedure Calls
- Using Gameplay Framework Classes in Multiplayer


Preface


Immerse yourself in Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects.The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You’ll then move on to the first of three projects – building a dodgeball game, where you’ll learn the concepts of line traces, collisions, projectiles, user interface, and sound effects. You’ll also discover how to combine these concepts to showcase your new skills. The second project, a side-scroller game, will help you implement concepts such as animation blending, enemy AI, spawning objects, and collectibles. And finally, you’ll cover the key concepts in creating a multiplayer environment as you work on the third project – an FPS game. By the end of the Unreal Engine book, you’ll have a broad understanding of how to use the tools that the game engine provides to start building your own games.

Who this book is for


This book is for game developers looking to get started with using Unreal Engine 5 for their game development projects. Anyone who has used Unreal Engine before and wants to consolidate, improve, and apply their skills will find this book useful. To better grasp the concepts explained in this book, prior knowledge of C++ basics (such as variables, functions, classes, polymorphism, and pointers) is required. For full compatibility with the IDE used in this book, a Windows system is recommended.

What this book covers


, explores the Unreal Engine editor. You will be introduced to the editor’s interface, see how to manipulate actors in a level, understand the basics of the blueprint visual scripting language, and discover how to create material assets that can then be used by meshes.

, introduces Unreal Engine game fundamentals, along with how to create a C++ project and set up the Content Folder of projects. You’ll also be introduced to the topic of animations.

, introduces you to the Unreal Character class, along with the concept of object inheritance and how to work with input mappings.

, introduces the topic of player input. You will learn how to associate a key press or a touch input with an in-game action, such as jumping or moving, through the use of action mappings and axis mappings.

, starts a new project called Dodgeball. In this chapter, you will learn about the concept of line traces and the various ways in which they can be used in games.

, explores the topic of object collision. You will learn about collision components, collision events, and physics simulation. You will also study the topic of timers, the projectile movement component, and physical materials.

, teaches you how to implement some useful utilities available in Unreal Engine, including actor components, interfaces, and blueprint function libraries, which will help keep your projects well structured and approachable for other people that join your team.

, explores the topic of game UI. You will learn how to make menus and HUDs using Unreal Engine’s UI system, UMG, as well as how to display the player character’s health using a progress bar.

, introduces the topic of sounds and particle effects in Unreal Engine. You will learn how to import sound files to the project and use them as both 2D and 3D sounds, as well as how to add existing particle systems to the game. Lastly, a new level will be made that uses all the game mechanics built in the last few chapters to conclude the Dodgeball project.

, discusses in detail the goals of the SuperSideScroller project and covers an overview of how animation works in Unreal Engine 5 through examples of manipulating the default Mannequin Skeleton.

, teaches you how to use Blend Space 1D, Animation State Machines, and the Enhanced Input System in Unreal Engine 5 to create working movement-based animation logic for the player character.

, discusses further animation concepts in Unreal Engine 5 such as Animation Blending and Animation Montages to allow for concurrent animation to occur when the player character moves and throws the projectile.

, teaches you how to use AI Controller, Blackboards, and Behavior Trees in Unreal Engine 5 to create simple AI logic for an enemy that the player can face.

, teaches you how to spawn and destroy game objects, and uses additional animation-based concepts such as Anim Notifies and Anim Notify states to spawn the player projectile during the throwing animation.

, introduces you to UI concepts of UMG in Unreal Engine 5 and puts your knowledge to the test in creating additional collectibles and power-ups for the player.

, introduces you to multiplayer and how the server/client architecture works, as well as covering concepts such as connections, ownership, roles, and variable replication. It also covers 2D Blend Spaces to create an animation grid for 2D movement and the Transform Modify Bone control to change the transform of a bone at runtime.

, teaches you how remote procedure calls work, the different types, and important considerations when using them. It also shows how to expose enumerations to the editor and how to use array index wrapping to cycle between an array in both directions.

, explains how to use the most important classes in the Gameplay Framework in multiplayer. It also explains more about Game Mode, Player State, Game State, and some useful engine built-in functionality.

To get the most out of this book


To access the files of the Unreal Engine GitHub repository linked throughout this book, make sure to follow these instructions:

https://www.unrealengine.com/en-US/ue-on-github

If you get an error 404 on a link from this book to the Unreal Engine documentation, it means that it hasn't been updated yet to 5.0. You should pick the previous engine version from the dropdown on the top left corner of the page.

Installing Visual Studio


Because we’ll be using C++ while working with Unreal Engine 5, we’ll need an Integrated Development Environment (IDE) that easily works alongside the engine. Visual Studio Community is the best IDE you have available for this purpose on Windows. If you’re using macOS or Linux, you’ll have to use another IDE, such as Visual Studio Code, Qt Creator, or Xcode (available exclusively on macOS).

The instructions given in this book are specific to Visual Studio Community on Windows, so if you are using a different OS and/or IDE, then you will need to do your research on how to set these up for use in your working environment. In this section, you’ll be taken through the installation of Visual Studio, so that you can easily edit UE5’s C++ files:

  1. Go to the Visual Studio download web page at https://visualstudio.microsoft.com/downloads. The recommended Visual Studio Community version for the Unreal Engine 5 version we’ll be using in this book (5.0.3) is Visual Studio Community 2022. Be sure to download that version.
  2. When you do, open the executable file that you just downloaded. It should eventually take you to a window where you’ll be able to pick the modules of your Visual Studio installation. There, you’ll have to tick the Game Development with C++ module and then click the Install button in the bottom-right corner of the window. After you click that button, Visual Studio will start downloading and installing. When the installation is complete, it may ask you to reboot your PC. After rebooting your PC, Visual Studio should be installed and ready for use.
  3. When you run Visual Studio for the first time, you may see a few windows, the first one of which is the login window. If you have a Microsoft Outlook/Hotmail account, you should use that account to log in, otherwise, you can skip login by clicking Not now, maybe later.

Note

If you don’t input an email address, you will only have 30 days to use Visual Studio before it locks out...


Marques Gonçalo:
Gonçalo Marques has been an active gamer since the age of 6. He has been using Unreal Engine since 2016 and has done freelance and consulting work using the engine. Gonçalo also released a free and open source plugin called UI Navigation, which has garnered an extremely positive reception with over 100,000 downloads and is still receiving frequent updates and fixes. Thanks to the development of this plugin, he became an Epic MegaGrant recipient. He is now working at Funcom ZPX, a game studio in Lisbon that has contributed to games such as Conan Exiles, Mutant Year Zero, and Moons of Madness. Gonçalo is currently working on a new Funcom game in the Dune universe.Sherry Devin:
Devin Sherry is originally from Levittown, NY, located on Long Island. He studied the topics of Game Development and Game Design at the University of Advancing Technology where he had earned his Bachelor of Arts in Game Design in 2012. During his time in college, Devin worked as a game and level designer with a group of students called Autonomous Games on a real-time strategy styled, third-person shooter called The Afflicted using Unreal Engine 3/UDK where it was presented at GDC in 2013 at the GDC Play Showcase. Today, Devin works as an independent game developer located in Tempe, Arizona, where he works on personal and contracted projects. His achievements include the title Radial Impact, which can be found in the Community Contributions section of the Learn Tab of Unreal Engine 4's Launcher, and his work on his YouTube Channel, Devin Level Design, where he educates viewers on game development within Unreal Engine 3, UDK, and Unreal Engine 4.Pereira David:
David Pereira started making games in 1998 when he learned how to use Clickteam's The Games Factory. He graduated in computer science from FCT-UNL, where he learned about C++, OpenGL, and DirectX, which allowed him to create more complex games. After working in IT consulting for a few years, he joined Miniclip in Portugal where he worked on popular mobile games such as 8 Ball Pool, Gravity Guy 1 and Gravity Guy 2, Extreme Skater, iStunt2, Hambo, and many others. Since then, he has been the lead developer for MPC in the John Lewis Christmas VR Experience, worked on an earlier version of Mortal Shell, and did volunteer work teaching people with Asperger's how to make games with Unreal Engine 4. Today, he's working on his own game, a soon-to-be-announced first-person action RPG.Fozi Hammad:
Hammad Fozi comes from a gaming background and has been extensively working on Unreal Engine since 2017. He has been part of some very successful AAA projects such as Virtua FanCave (and Metaverse), Unnamed AAA Sci-Fi DJ Experience, Heroes and Generals, and Creed: Rise to Glory VR. Hammad has worked with teams who have had experience working at Ubisoft, Warner Bros. Games, 2K Games, and more! He has successfully helped teams consisting of 10–30 people to scale to 150+ in size over his very short yet impressive career. Hammad currently works as a senior C++ game developer and has extensive experience in working with VR and augmented reality, PC/PS5/Xbox/Android/iOS/macOS game development, and Web3/Metaverse/NFT systems (within Unreal Engine).



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