Game Development with Unreal Engine 5: Learn the Basics of Game Development in Unreal Engine 5
- Length: 318 pages
- Edition: 1
- Language: English
- Publisher: BPB Publications
- Publication Date: 2022-12-23
- ISBN-10: 9355513445
- ISBN-13: 9789355513441
- Sales Rank: #0 (See Top 100 Books)
Develop Your Own Game Using Unreal Engine 5
Key Features
- Learn how to use compatible engine templates for developing custom scenarios.
- Make a simple third-person game using the core features of Unreal Engine 5.
- Get familiar with the advanced concepts such as Game Objects and Audio Engine.
Description
Unreal Engine 5 is the latest game development engine released by Epic Games. This book is a learning path for beginners and professionals who want to use Unreal Engine 5 for game development.
This book starts with the basic setup of Unreal Engine 5 and shows how to create fundamental objects of a game. After a quick review of mathematics used in game design, the book helps you to explore and work with Unreal Editor, the main environment for debugging and developing an app. It then explains how to develop a third-person game and customise game objects within the game. Furthermore, it will help you learn how to use data structures, implement event and event dispatchers, and user interfaces, and handle users’ input data. Towards the end, you will learn how to interact with the game objects and develop audio and shaders in the game.
By the end of this book, you will be able to develop your own games using Unreal Engine 5.
What you will learn
- Learn how to make Meta sounds in Unreal Engine 5.
- Work with an advanced level of programming blueprints which is ‘Event Handling’ and ‘Interface’.
- Understand how data-driven animation works in Unreal Engine 5.
- Get familiar with the advanced aspects of Game Objects, including more components with their own functionalities/events.
- Use the Unreal Engine 5 audio engine and develop audio code for the game.
Who this book is for
If you are a beginner and want to develop your first game using Unreal Engine, then this book is for you. It is also for game developers who use Unity as the main game engine and now would like to switch to Unreal Engine 5.
Cover Page Title Page Copyright Page Dedication Page About the Authors Preface Errata Table of Contents 1. What is Unreal Engine? Structure Objectives History of Unreal Engine Installing Epic Games Launcher Conclusion Points to remember Multiple choice questions Answers Questions Key term 2. Math for Game Design Structure Objectives Basic mathematics Boolean operator AND Boolean operator OR Boolean operator XOR Boolean operator NOT Using mathematics in programming game Vector Vector operator add Vector operator subtract Vector operators multiply and divide by scalar Vector operator Dot Product Mathematical functions Math function: power Math function: Pi Math function: ABS Math function: floor Math function: cell Math function: clamp Math functions: sine and cosine Math function: distance Math function: normalized vectors Conclusion Points to remember Multiple choice questions Answers Questions Key term 3. Editor Basics and Epic Launcher Structure Objectives Epic Launcher layout Home Store Library Unreal Engine Marketplace Library Project Browser Editor layout Standard layout Editing the layout Layout menu Common hotkeys Important menu/window locations File tab Edit tab Window tab Level editor Logs Experimental Layout Tools tab Build tab Help tab Project settings Plugins Conclusion Points to remember Multiple choice questions Answers Questions Key terms 4. Using Blueprints Structure Objectives What is a blueprint? Design with blueprint Blueprint components Adding mesh to blueprint Adding physics Conclusion Points to remember Multiple choice questions Answers Questions Key terms 5. Project Templates and User Interaction Structure Objectives Using Templates in Unreal Engine 5 Adding user interaction to blueprint Developing code in Blueprint Simple collision detection Making simple game assets Conclusion Points to remember Multiple choice questions Answers Questions Key terms 6. Game Objects and Materials Structure Objectives Game objects Classes Inheritance Variables Components Transforms Events Construction script Beginplay Tick Endplay Custom Events Material Editor Material nodes Material instances Material data Material Parameter Collections Dynamic Materials Conclusion Points to remember Multiple choice questions Answers Questions Key terms 7. Simple Data Structure Objectives Variables in blueprint Integers (Ints) Integer 64 Floats Doubles Booleans (Bools) Strings Name Text Vector Rotator Pin splitting Conversions Conclusion Points to remember Multiple choice questions Answers Questions Key terms 8. Interface and Event Handling Structure Objectives What is the event in Unreal Engine 5? Using event dispatchers Using interface Line Trace in blueprint Casting in blueprint Interface implementation in blueprint Using physics (advanced) Using physical gravity Add physical force with impulse Make physical behavior as material Conclusion Points to remember Multiple choice questions Answer Questions Key terms 9. Data Processing (Enum, Struct, Map, Data Tables) and Animation Instances Structure Objectives Object-based variables Enumerators (Enums) Bytes Enumerator editor Structures (structs) Structure editor Nested structs Arrays Get Remove Add Set Array Element Clear Length Maps Get keys and values Find Length Clear Contains Is Empty and Is Not Empty Data tables Data table editor CSV/JSON export Data Table usage in blueprint Does the data table row exist? Get data table column as string Get data table row names Get data table row Animation instances Animation instance nodes Get Anim Instance Has valid animation instance Play Stop Set animation Set position Get position Is Playing Play animation Set Play Rate Get Play Rate Set animation mode Get animation mode Override animation data Animation modes Multi-variable type operators Conclusion Points to remember Multiple choice questions Answers Questions Key terms 10. Game Objects (Advanced) and Serialization Structure Objectives Class defaults Class settings Changing inheritance Interfaces Setup Returns Usage Tick settings Replication settings Serialization Save game objects User settings Scalability Input Conclusion Points to remember Multiple choice questions Answers Questions Key terms 11. Audio and Particles Structure Objectives Using Niagara Making Niagara emitter Making Niagara system Using audio Making MetaSound Conclusion Points to remember Multiple choice questions Answers Questions Key terms 12. Packaging Structure Objectives Platforms and licensing Plugins Conclusion Points to remember Multiple choice question Answer Questions Key terms Index
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