
Unreal Engine 4 Game Development Essentials
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Satheesh PV is a game programmer living in Mumbai, India. He was selected by Epic Games as one of the closed beta testers for Unreal Engine 4 before its public release. He started his career as a game developer in 2012 by making a first person multiplayer game with his brother and close friend using Unreal Development Kit. He also created Unreal X-Editor, which was an IDE developed for UnrealScript, the native scripting language of Unreal Engine 3. He is also a moderator at Unreal Engine forums as well as a spotlight member and engine contributor.PV Satheesh :
Satheesh PV is a game programmer living in Mumbai, India. He was selected by Epic Games as one of the closed beta testers for Unreal Engine 4 before its public release. He started his career as a game developer in 2012 by making a first person multiplayer game with his brother and close friend using Unreal Development Kit. He also created Unreal X-Editor, which was an IDE developed for UnrealScript, the native scripting language of Unreal Engine 3. He is also a moderator at Unreal Engine forums as well as a spotlight member and engine contributor.
Inhalt
- Cover
- Copyright
- Credits
- About the Author
- Acknowledgements
- About the Reviewer
- www.PacktPub.com
- Table of Contents
- Preface
- Chapter 1: Introduction to Unreal Engine 4
- Unreal Engine 4 download
- Downloading the launcher version
- Downloading the GitHub version
- Forking Unreal Engine repository
- Compiling Unreal Engine
- Getting familiar with Unreal Engine
- The viewport toolbar
- Modes
- Content Browser
- Content Browser view options
- World outliner
- Details panel
- Navigating the Viewport
- BSP
- Creating BSP
- Default starting level, splash screen, and game icon
- Summary
- Chapter 2: Importing Assets
- Creating asset in a DCC application
- Creating collision meshes
- Custom collision shapes
- Unreal Engine 4 collision generator
- Simple shapes
- K-DOP shapes
- Auto convex collision
- Materials
- LOD
- Exporting and importing
- Exporting
- Importing
- Context menu
- Drag and drop
- Content Browser import
- Automatic import
- Configuring automatic import
- Result
- Summary
- Chapter 3: Materials
- Material user interface
- Toolbar
- Live preview
- Live nodes
- Live update
- Preview panel
- Details panel
- Graph panel
- Palette panel
- Common material expressions
- Constant
- Constant2Vector
- Constant3Vector
- Texture coordinate (TexCoord)
- Multiply
- Add
- Divide
- Subtract
- Texture sample (Texture2D)
- Component mask
- Linear interpolate (lerp)
- Power
- PixelDepth
- Desaturation
- Time
- Fresnel
- Material types
- Material instances
- Material Instance Constant
- Material Instance Constant example
- Material functions
- Material function example
- Summary
- Chapter 4: Post Process
- Adding Post Process
- LUT
- Post Process Materials
- Creating a Post Process Material
- Summary
- Chapter 5: Lights
- Lighting basics
- Placing lights
- Various lights
- Common light settings
- Light mobility
- Lightmass Global Illumination
- Preparing your assets for precomputed lighting
- Building a scene with Lightmass
- Tweaking Lightmass settings
- Summary
- Chapter 6: Blueprints
- Different Blueprint types
- Getting familiar with the Blueprint user interface
- Components tab
- What are components?
- Adding a component
- Transforming the component
- Adding events for components
- My Blueprints tab
- Creation buttons
- Searching in my Blueprint
- Categorizing in My Blueprint
- Toolbar
- Graph editor
- Details panel
- Blueprint graph types
- Function graph
- Creating functions
- Graph settings
- Editing functions
- Macro graph
- Interface graph
- Blueprint node references
- Node colors
- Variables
- Math expression
- Creating our first Blueprint class
- Creating a new Blueprint
- Spinning static mesh
- Destroying our Blueprint Actor after some seconds
- Spawning our Blueprint class in Level Blueprint
- Summary
- Chapter 7: Matinee
- Creating a new Matinee
- Matinee window
- Manipulating an object
- Cutscene camera
- Director group
- Summary
- Chapter 8: Unreal Motion Graphics
- Setting up a project
- Creating the HUD Widget
- Creating the health bar
- Assigning our HUD to Character
- Creating floating health bars
- Summary
- Chapter 9: Particles
- Cascade particle editor
- Toolbar
- Viewport
- Navigation
- Details
- Emitter
- Emitter types
- Curve editor
- Creating a simple particle system
- Creating a simple material
- Adding gravity
- Applying the color over life module
- Adding collision module
- Playing particle in Blueprints
- Summary
- Chapter 10: Introduction to Unreal C++
- Setting up Visual Studio 2015
- Workflow improvements
- Creating a C++ project
- The character class
- Adding the health system
- C++ to Blueprint
- Summary
- Chapter 11: Packaging Project
- Recap
- Packaging the project
- Quick packaging
- Packaging the release version
- Summary
- References
- Index
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