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Unreal Engine C++ the Ultimate Developer's Handbook: Learn C++ and Unreal Engine by Creating a Complete Action Game PDF

546 Pages·12.29 MB·English
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Preview Unreal Engine C++ the Ultimate Developer's Handbook: Learn C++ and Unreal Engine by Creating a Complete Action Game

DRUID MECHANICS PRESENTS: Unreal Engine C++ the Ultimate Developer’s Handbook Learn C++ and Unreal Engine by Creating a Complete Action Game Stephen Seth Ulibarri Learn the fundamentals of the C++ programming language as well as Unreal Engine’s code base for creating and packaging a complete hack and slash action game. Implement combat, AI and Behavior Trees, animation, gameplay mechanics, Interfaces and Delegates, collision and physics, ray casting, game saving, menu and HUD creation via UMG, and much more. Courses by the Author If you are a visual learner, the author of this book has created online video tutorials which you can take to solidify concepts related to game development and programming. The following courses are available on Udemy.com and can greatly enhance the knowledge you will gain in this book. Learning C++ For a series covering the basics of the C++ programming language, take Learn C++ for Game Development , taught by Stephen Ulibarri. The course has over 12 hours of video content, and no programming experience in necessary. Theory is covered in classroom-style whiteboard talks, followed by hands-on application with coding examples. This course can be accessed with the following link: https://www.udemy.com/course/learn-cpp-for-ue4-unit-1/ Learning Unreal Engine C++ For a series covering C++ programming in Unreal Engine, take Unreal Engine C++ The Ultimate Developer Course , taught by Stephen Ulibarri. The course has over 34 hours of video content, and you will create a complete video game, start to finish, and learn several valuable sources of free assets for your game. This course can be accessed with the following link: https://www.udemy.com/course/unreal-engine-the-ultimate-game- developer-course/ Learning Unreal Blueprints For a series covering Blueprints in Unreal Engine, take Unreal Engine Blueprints - The Ultimate Developer Course , taught by Stephen Ulibarri. The course has over 31 hours of video content, and you will create three complete video games, including a mobile game! Blueprints are used throughout the entire course. This course can be accessed with the following link: https://www.udemy.com/course/unreal-engine-blueprints-the-ultimate- developer-course/ Follow Druid Mechanics for Updates! Stephen Ulibarri continues to create tutorials and game development content on a regular basis. His works and updates can be found on the various social media platforms. Search for Druid Mechanics on Facebook, Twitter, Instagram, and YouTube. Check DruidMechanics on Facebook for special coupons to Stephen’s Udemy courses! Use the coupon codes announced on Druid Mechanics on Facebook for the lowest prices on the courses! Download the Project File The Project File for the game you will create in this book is available for download at https://github.com/DruidMech/UE4-Book-Repo. Simply go to the above URL link and click Clone or Download , then select Download Zip . Once the .zip file downloads on your computer, extract its contents (right-click on it and select Extract All… ), and you will have the Unreal Engine project file for the book. Table of Contents CHAPTER 1 – AN OVERVIEW OF UNREAL ENGINE - 1 ABOUT UNREAL ENGINE INSTALLING UNREAL ENGINE AND VISUAL STUDIO T�� E��� G���� L������� C������� Y��� F���� P������ EXPLORING THE LEVEL EDITOR T�� B�� ��� M��� B�� (1) T������ (2) M���� (3) T�� C������ B������ (4) V������� (5) W���� O������� (6) D������ P���� (7) LEVEL CREATION M���������� �� ��� W���� O����� M����������� Translation Mode Rotation Mode Scale Mode L���� ��. W���� S���� COORDINATE SYSTEMS AND VECTORS C���������� V������ V����� M�������� G�������� S����������� �� V����� A������� ��� S���������� SUMMARY CHAPTER 2 - CREATING ACTORS WITH BLUEPRINTS - 35 UNVEILING THE UNREAL ENGINE CLASS HIERARCHY The Object Class The Actor Class The Pawn Class The Character Class IS-A VS. HAS-A RELATIONSHIPS: UNDERSTANDING THE DIFFERENCE COMPONENTS: ADDING NEW PARTS TO AN ACTOR A����� � C�������� A����� � S����� M��� C������� �� I������� �� F����A���� T����������� ��� A����’� D������ P��������� T����������� P��������� �� �� I������� �� ��� A���� VARIABLES C������� Y��� F���� V������� FUNCTIONS C������� � F������� SUMMARY CHAPTER 3 - ADDING MATERIALS AND LIGHTS - 57 WORKING WITH THE MATERIAL EDITOR CREATING A CUSTOM MATERIAL E�������� ��� M������� I����� Metallic Specular Roughness Emissive Color Normal WORKING WITH MATERIAL INSTANCES C��������� � N��� �� � P�������� C������� � M������� I������� T�� P���� �� M������� I�������� WORKING WITH LIGHTS IN UNREAL ENGINE P���� L���� Light Mobility S��� L���� D���������� L���� S�� L���� SUMMARY CHAPTER 4 - C++ PROGRAMMING BASICS - 87 TECHNICAL REQUIREMENTS CREATING YOUR FIRST VISUAL STUDIO PROJECT W������ Y��� F���� P������ C�������� ��� R������ Y��� C��� USING VARIABLES AND DATA TYPES CODING WITH FUNCTIONS P������ ��������� �� ��������� USING MACROS AND SYMBOLS WORKING WITH CLASSES PASSING VARIABLES AND FUNCTIONS DOWN WITH INHERITANCE POINTERS T�� ��� ��� ������ K������� W��� �� U�� D������ M����� A��������� STRUCTS AND ENUMS S������ E���� FLOW CONTROL W������ ���� �� S��������� W������ ���� ���� ��� ���� �� U���� ��� ��� L��� U���� ��� ����� L��� USING CASTING WHEN WORKING WITH OBJECTS WORKING WITH TEMPLATES T������� F�������� T������� C������ U���� O������� O���������� �� ���� C����� O������� F������������ HEADER FILES SUMMARY CHAPTER 5 - THE ACTOR CLASS - 152 CREATING A C++ CLASS – THE ACTOR GENERATED FILES, GARBAGE COLLECTION, AND THE UNREAL HEADER TOOL G�������� F���� G������ C��������� T�� U����� H����� T��� (UHT) TICK AND BEGINPLAY T��� B����P��� MARKING VARIABLES WITH UPROPERTY MACROS UFUNCTION MACROS COMPONENTS – ADDING A STATIC MESH GETTING AND SETTING AN ACTOR’S ROTATION AND LOCATION SUMMARY CHAPTER 6 - THE PAWN CLASS - 181 PAWN CREATION INPUT – ACTION AND AXIS MAPPINGS S������ U� M������� �� P������ S������� T�� S����P�����I����C�������� F������� Creating Functions for our Mappings L������� H�� P��� P��������� W���� THE GAME MODE AND THE DEFAULT PAWN S������ ��� G��� M��� �� P������ S������� S������ ��� D������ P��� �� ��� G���M��� ����� S������ ��� ��� D������ P��� C���� BINDING FUNCTIONS TO ACTION AND AXIS MAPPINGS C������� � B�������� B���� �� ��� F����P��� C���� A����� C��������� �� ��� F����P��� C���� Declaring the Variables for Components in FirstPawn Instantiating Objects for the Components C������� F�������� ��� ��� A����� ��� A��� M������� The MoveForward and MoveRight Functions MOVING THE PAWN SUMMARY CHAPTER 7- THE CHARACTER CLASS - 208 TECHNICAL REQUIREMENTS ADDING ASSETS – ENVIRONMENTS, CHARACTERS AND ANIMATIONS A����� �� E���������� �� ��� P������ A����� � C�������� �� ��� P������ The Difference Between a Static Mesh and a Skeletal Mesh IMPLEMENTING CHARACTER MOVEMENT C������� � C���� B���� �� C�������� C������� M���F������ ��� M���R���� F�������� A����� C����� ��� S����� A�� C��������� T�� C��������� C���� P���������� M���� I���� �� R����� ��� C��������� ANIMINSTANCES AND THE ANIMATION BLUEPRINT C������� � C���� B���� �� A���I������� C������� � S���� M������ O�������� M������� I���������� �� ��� M���A���I������� C���� P�������� L���� ��� ��� T��������� R���� �� ��� S���� M������

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