Mastering Unreal Engine: A Beginner’s Guide
- Length: 224 pages
- Edition: 1
- Language: English
- Publisher: CRC Pr I Llc
- Publication Date: 2022-04-14
- ISBN-10: 1032103140
- ISBN-13: 9781032103143
- Sales Rank: #0 (See Top 100 Books)
Mastering Unreal Engine: A Beginner’s Guide introduces developers of all ages to the beautiful and valuable world of Unreal Engine in particular and game development in general.
Unreal Engine is a complete development suite for anyone working with real-time technology when it comes to game development. It provides flexibility and power to artists across many sectors to generate cutting-edge entertainment, engaging visualizations, and immersive virtual environments for games and infotainment alike.
Unreal Engine is a prominent game creation engine that is free to use. The majority of people associate Unreal Engine with 3D games. However, it may also be used to create 2D games with ease. It is the de facto standard in the world of game development. That said, it is not hard to be confused when getting started with Unreal Engine because of the wide range of features that it provides.
Mastering Unreal Engine will teach you exactly where to begin. You will learn how to download Unreal Engine, construct your first game, start your game, receive an introduction to blueprints, and ultimately, develop a workable framework.
Unreal Engine is a robust game development engine that offers a wide range of features for creating 2D and 3D games on various platforms. Unreal Engine technology powers hundreds of games, and thousands of people have created careers and businesses on the skills they learned while working with this engine.
To help you get the most out of this powerful piece of technology, Mastering Unreal Engine begins with simple game ideas and playable projects that you can complete at your own pace. The book starts by covering the foundations of using Unreal Engine to build a simple game level. You will also learn how to add such details to the game as actors, animation, and effects.
Mastering Unreal Engine talks at length about the various features of the Unreal Engine game engine, how to install it and how to construct a project in C++, and good coding practices for game development. Furthermore, the book also covers certain niche areas, such as how to utilize Visual Studio in gaming, and how to use existing predefined blueprints to grow and foster a game. More importantly, Mastering Unreal Engine is perhaps one of the first beginner-level books in its league that covers topics related to the Behavior Tree and Blackboard with Artificial Intelligence and multiplayer gameplay in Unreal Engine.
Note: This book assumes you have a working knowledge of C++ programming.
Learn more about our other Mastering titles at:
https: //www.routledge.com/Mastering-Computer-Science/book-series/MCS
Cover Half Title Series Page Title Page Copyright Page Contents About the Editor CHAPTER 1: Introduction to Unreal Engine WHAT TO EXPECT? UE CHARACTERISTICS AND FREQUENT USAGE System Needs DOWNLOADING AND INSTALLING The Directory Structure of Windows DirectXRedist FOR WINDOWS Launcher 4.X FOLDERS THE ENGINE STARTER MARKETPLACE LIBRARY CHAPTER 2: Start of the Work with Unreal Engine INTRODUCTION TO THE EDITOR Unreal Project Browser USER INTERFACE The Menu Bar and the Tab Bar TOOLBAR VIEWPORT MODES OUTLINER OF THE WORLD BROWSER OF CONTENTS FEATURES CONTROLS AND HOTKEYS CREATING A C++ PROJECT Setup Is Required Make a New Class in C++ Changes to Your C++ Class Compile and Test C++ Code Final Result THE FIRST STEPS IN CREATING A GAME Project Developing a New Project Taking over an Established Project Structure of the Project’s Directory Bloques Controls Creating the Game’s Project Brushes for BSP Brushes Using Default BSP Forms BSP Brush Editing BSP Brushes Are Being Used to Block Out the Rooms The Very First Room The Second Space The Third Space The Fourth Space Browser of Contents Details Controls and Hotkeys IN VISUAL STUDIO, INSTALL THE UNREAL ENGINE Getting Established Building an Unreal Project Opening the Project in Visual Studio Game Code Management C++ Class Wizard for Adding Code to Projects Application Framework Project Launching in the Development Environment Making Project Files Installing Visual Studio for Unreal Engine Include the UE Installer CONTENT BROWER Using the Content Browser ASSETS Naming an Asset Asset Renaming and Transfer Management of Asset Reducing Source Control Contingency Copying Assets to Other Projects Packs of Asset CHAPTER 3: Using Blueprints WHAT EXACTLY IS VISUAL SCRIPTING? PROGRAMMING VS. BLUEPRINTS BLUEPRINTS INTRODUCTION How Do Blueprints Function? Blueprint Types Most Commonly Used What Else Can Blueprints Be Used for? Make a Playable Video Game Character Make a HUD Graphs and Blueprint Editors DEVELOPING BLUEPRINT CLASSES Blueprint Asset Creation in the Content Browser Making Use of the Add New Button Making Use of the Asset View Making Use of the Asset Tree New Subclass Child Actors Components of Harvest Placing Nodes Drag and Drop Search by Context Menu Nodes That Are Collapsing Collapsing to Function Macro Collapsing OVERVIEW OF THE BLUEPRINT BLUEPRINT VARIETIES ANATOMY OF THE BLUEPRINT LOOKING FOR BLUEPRINTS The Syntax for Advanced Search All Subfilter Classes on the Blueprint Blueprint Components Blueprint Graphs Blueprint Creation Using Assets, Create a Blueprint Putting Blueprints in Different Levels Putting Blueprint Nodes in Place Blueprint Node Connections Making Variables Combining Blueprints with C++ Why Do Projects Still Require Traditional Programming and Programmers? THE BENEFITS OF BLUEPRINTS C++’S BENEFITS BLUEPRINT AND C++ COMPATIBILITY Data and Logic in Gameplay BLUEPRINTS VS. C++ Benefits of the C++ Class ADVANTAGES OF THE BLUEPRINT CLASS BLUEPRINT TO C++ CONVERSION CONCERNS ABOUT PERFORMANCE NOTES ON ARCHITECTURE BLUEPRINTS PROGRAMMING GUIDELINES CHAPTER 4: Blackboard and Behavior Tree with AI ARTIFICIAL INTELLIGENCE (AI) Getting Going What Exactly Is a Controller? Developing an AIC Making a Behavior Tree The Editor of the Behavior Tree What Exactly Are Tasks and Composites? Moving to an Unpredictable Location Making a Blackboard The Editor of Blackboard Making a Target Location Key What Exactly Is a Service? Making a Service Creating a Location at Random Choosing a Blackboard Executing the Behavior Tree Constructing AI Perception Building an Enemy Key Approaching an Enemy Activating the Enemy Key Developing an Attack Task Subtree Combination Developing a Decorator The Use of Observer Aborts Behavior Trees The Fundamentals of Behavior Trees Advantages of Behavior Trees CHAPTER 5: Multiplayer Basics MULTIPLAYER AND NETWORKING OVERVIEW OF NETWORKING Plan Ahead of Time for Multiplayer Client-Server Architecture Example of Client-Server Gameplay Basic Networking Concepts Types of Network Modes and Servers Replicating Actors Role and Authority in the Network Ownership by the Client Priority and Relevance Replication Using Variables RepNotifies REMOTE PROCEDURE CALLS Reliability Validation MAKING A MULTIPLAYER GAME IN UNREAL ENGINE Is It Challenging to Create a Multiplayer Game on Unreal Engine? Which Platform Are Ideal for UE4 Multiplayer Development? Console/PC Mobile VR Does the Unreal Engine Support Online Multiplayer? What Game Genres Are Available for Our Unreal Multiplayer Game? Which Is Better for Development: Unreal Engine or Unity Multiplayer? What to Expect during the Development Process? Unreal Engine 4 C++ or Blueprint The Main Difficulties Cost of Unreal Engine Multiplayer CREATING DEDICATED SERVERS 1. Setup Is Required 2. Configuring a Server Build Target 3. Configuring Entry and Default Maps 4. Our Project’s Packaging 5. Launching and Testing Our Dedicated Server BLUEPRINTS MULTIPLAYER Examining the Gameplay Framework Replicating Actors Authority Variables Spawning and Elimination Replicating an Event Ownership Events Considerations for Join-in-Progress Reliability MAKING USE OF STEAM SOCKETS Turning on the Steam Sockets Plugin Using Steam Sockets Functions GRAPH OF REPLICATION Structure Activating the System Configuration Files (.ini) In Code Binding High-Level Illustration TRAVELING IN MULTIPLAYER MODE Allowing for Uninterrupted Travel Effortless Travel Flow Performance and Bandwidth Suggestions APPRAISAL INDEX
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