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Game Development Projects with Unreal Engine

You're reading from   Game Development Projects with Unreal Engine Learn to build your first games and bring your ideas to life using UE4 and C++

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Product type Paperback
Published in Nov 2020
Publisher Packt
ISBN-13 9781800209220
Length 822 pages
Edition 1st Edition
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Authors (5):
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Hammad Fozi Hammad Fozi
Author Profile Icon Hammad Fozi
Hammad Fozi
Devin Sherry Devin Sherry
Author Profile Icon Devin Sherry
Devin Sherry
Gustavo Reis Gustavo Reis
Author Profile Icon Gustavo Reis
Gustavo Reis
David Pereira David Pereira
Author Profile Icon David Pereira
David Pereira
Gonçalo Marques Gonçalo Marques
Author Profile Icon Gonçalo Marques
Gonçalo Marques
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Toc

Table of Contents (19) Chapters Close

Preface
1. Unreal Engine Introduction 2. Working with Unreal Engine FREE CHAPTER 3. Character Class Components and Blueprint Setup 4. Player Input 5. Line Traces 6. Collision Objects 7. UE4 Utilities 8. User Interfaces 9. Audio-Visual Elements 10. Creating a SuperSideScroller Game 11. Blend Spaces 1D, Key Bindings, and State Machines 12. Animation Blending and Montages 13. Enemy Artificial Intelligence 14. Spawning the Player Projectile 15. Collectibles, Power-Ups, and Pickups 16. Multiplayer Basics 17. Remote Procedure Calls 18. Gameplay Framework Classes in Multiplayer

Animation State Machines

Now, let's get to know what state machines are in the context of Unreal Engine 4 and in animation. State machines are a means of categorizing an animation, or sets of animations, into their own state. A state can be thought of as a condition that the player character is in at a specific time. Is the player currently walking? Is the player jumping? In many third-person games such as The Last of Us, this is the separation of movement, jumping, crouching, and climbing animations into their own state. Each state is then accessible when certain conditions are met while the game is played. Conditions can include whether the player is jumping, the speed of the player character, and whether or not the player is in the crouched state. The job of the state machine is to transition between each state using logical decisions called Transition Rules. When you create multiple states with multiple transition rules that intertwine with one another, the state machine begins...

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