Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Unreal Engine Game Development Cookbook
Unreal Engine Game Development Cookbook

Unreal Engine Game Development Cookbook: Over 40 recipes to accelerate the process of learning game design and solving development problems using Unreal Engine

eBook
€28.99 €32.99
Paperback
€41.99
Subscription
Free Trial
Renews at €18.99p/m

What do you get with Print?

Product feature icon Instant access to your digital copy whilst your Print order is Shipped
Product feature icon Paperback book shipped to your preferred address
Product feature icon Redeem a companion digital copy on all Print orders
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
OR
Modal Close icon
Payment Processing...
tick Completed

Shipping Address

Billing Address

Shipping Methods
Table of content icon View table of contents Preview book icon Preview Book

Unreal Engine Game Development Cookbook

Chapter 1. Getting Acquainted with the UE4 Interface

In this chapter, we'll cover the following recipes:

  • Installing UE4 and folder structure
  • UI overview
  • Navigating the viewport
  • The Content Browser overview
  • Importing your own content

Introduction

UE4, created by Epic Games, is a robust game engine that contains several different game development tools, which can create any kind of game imaginable, with many areas for specialization. It would be good for newcomers to the Engine to first have a basic understanding of what the entire Unreal Engine consists of and then dive into the different areas that they are interested in.

These first recipes may seem a bit difficult for those who are unfamiliar with game development, but after a short period of time, it will become second nature to them. In this chapter, readers will gain some fundamental knowledge and have some awareness that will help and prepare them for the upcoming chapters.

Installing UE4 and folder structure

Now, in order to use UE4 at all, we have to have it installed on our computer. Even after we install it, we may also want an overview of what it is. In case you haven't installed it yet, here is how you can do this.

How to do it…

Now that we have our project set up, let's get started with creating our player:

  1. In the web browser of your choice, go to http://unrealengine.com.
    How to do it…
  2. Once on this page, click on the light blue GET UNREAL button.
    How to do it…
  3. Once on the Join the Community page, fill out the information and create your account!

    It's important at this point to note the subscription plan that Unreal has for its user. You need to pay a 5 percent royalty to Unreal for any games that you publish. Of course, if the title is released for free, you don't need to pay anything.

    Note

    If you happen to be a student who is 13 or above and are enrolled in a degree or diploma granting course of study, GitHub has a pack of resources for student developers that currently includes free subscription to Unreal Engine 4 for a year. If you have a school-issued e-mail address, valid student identification card, or other official proof of enrollment, check it out at https://education.github.com/pack.

    If you happen to be a teacher or school administrator, it may also be possible to get access to UE4 for your school. Find out more at https://www.unrealengine.com/education.

  4. Once you are logged in to your account, make sure that you are on the Subscription tab and then click on the Download button on the right-hand side of the screen for the operating system of your choice (I am using Windows).
    How to do it…

    Note

    If by chance you don't see the preceding screen, you can always get the latest version of the software at https://www.unrealengine.com/dashboard.

  5. Next, once the installer has finished downloading, open it up and start the installation. If you see a security warning, click on the Run button.
  6. Go through the installation process, but make sure that the destination folder you're installing it in has a lot of disk space as UE4 will take up around 8 GB of space for each version that you have installed. Once the installation is complete, the Epic Games Launcher should open. If it doesn't, open it from your desktop.
  7. Once the launcher is open, fill in your e-mail and password and then click on the Sign In button.
    How to do it…
  8. When you log in, the current version of UE4 will begin to download. Take a break as this will most likely take a while. Once the download is finished, you can see the Launch button lit up.
    How to do it…

There's more…

Now that you have your UE4 installation completed, it's a good idea to see what actually has been installed. For a definition of what all of these folders are used for, please refer to https://docs.unrealengine.com/latest/INT/Engine/Basics/DirectoryStructure/index.html.

UI overview

One of the hardest things to understand when first starting out with a tool is knowing how to actually access all of the tools that are contained in the engine. Let's take a look at the interface of the Unreal Editor.

Getting ready

When you actually launch UE4 from the launcher, the first thing that you'll be brought to is Unreal Project Browser. Switch to the New Project tab, and you'll be given a choice of various templates to use for projects. For now, we'll stay with Blueprint visual scripting and will create a Blank project with starter content included so that we can see some stuff in the project. For the project's name, I have put UIOverview. Once finished, click on Create Project.

Getting ready

How to do it…

Now that we have our project set up, let's get started and see what the editor looks similar to:

  1. Once the project is opened, close the tutorial popup that comes up (if it does). This new window that's opened is referred to as the level editor, which is the core of content creation in UE4. Here, you can see the default interface layout:
    How to do it…
  2. At the top-left of the editor, you can see the Modes tab, which contains various tool modes to allow you to put things into the world, such as BSP brushes, painting, and foliage and terrain. Below this, you can see the Content Browser tab, which contains all of the models, textures, and data that make up our game worlds. We'll be exploring this much more in The Content Browser overview recipe later in this chapter.
  3. In the center, the largest window that you see is the viewport , which is the actual level that we are building. We will talk more about viewports in the Navigating the viewport recipe.
  4. To the right of the window, you will see the Scene Outliner tab, which will display all of the actors within our level. This is a useful tool for being able to find actors easily as well as adding a parent/child relationship to objects. Below the Scene Outliner tab, you'll see the Details tab, which contains information about whatever object is currently selected in the level or the Scene Outliner tab. For each component on the object, it will display the functionality for it, such as the transform and the materials the object uses.
  5. At the top, you'll see the tab bar, which will show the name of your project as well as a tab for the level that you currently have running with its name.
  6. Below this, you'll see the menu bar that will provide access to general tools and commands:
    • The File menu lets you save and open maps as well as projects. It also allows you to import/export actors.
    • The Edit menu allows you to copy and paste actors as well as configure properties in the editor. In this menu, users can configure Editor and Project Settings as well. It is in these settings that let you create the icons for the game launcher, set up input actions for your game type, and so on.
    • The Window menu allows you to toggle visibility of the various things that UE4 contains and save or reset your layouts.
    • The Help menu has a number of additional resources to help make working in UE4 as painless as possible.
  7. On the right-hand side of the menu bar, you'll see a search bar that you can use to look for help. The far right of the bar shows whether you are currently connected to source control through Subversion (SVN) or Perforce, which would be useful when you're in teams.
  8. Finally, below this in the center is the toolbar that contains a group of commonly used shortcuts to make it easier to find certain things.

    Note

    For more information on the default interface, check out https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/index.html.

Navigating the viewport

Now that we have an understanding of what the UI actually is all about, let's work with the viewport and learn how to move around and use it.

How to do it…

To get started, let's first try to move around in the game world a bit by using just the mouse:

  1. Inside the viewport, with the left mouse button clicked and held, move your mouse forward and you should notice the level moving as well. If you move your mouse backward, you should notice that the camera is moving in the same way, and when we move the mouse to the left and right, the camera turns, it doesn't move.
  2. Holding the right mouse button and moving the mouse will rotate the viewport camera in a similar manner to a First-Person Shooter (FPS) game. Moving the mouse up and down will make the camera loop upward and downward. And, when we move the mouse to the left and right, the camera behaves in the same manner.
  3. Holding the middle mouse button (scroll wheel) and moving the mouse will pan the camera in the direction you move it as if it is on a track.

    You can adjust the speed with which the camera moves by modifying the Camera Speed property in the top-right of the viewport to increase or decrease the amount of movement you need to travel via the camera. Alternatively, holding the left or right mouse button and scrolling the middle mouse button (wheel) will also change the camera speed.

    How to do it…
  4. In addition to rotating the camera like an FPS game, when holding down the right mouse button you can also use the W, A, S, and D keys to allow you to move just like you would in an FPS in Spectator mode.

    Note

    If you're not a fan of the right mouse button, you can hold any other button on the mouse and move. If you aren't a fan of the W, A, S, and D keys, you can also use the arrow keys or 8, 4, 6, and 2 keys on the numpad.

  5. You can also use the E and Q keys in order to rise or fall in the air and the C and Z keys to zoom in and out, respectively, by changing the field of view (FOV). This change in FOV is only temporary though as when you release the right mouse button, it will reset back to normal.
  6. The final way we can move through the viewport is very similar to how Maya users can move around their models. We activate this mode by holding the Alt key. If we click and drag, we will tumble around whatever is there in our current pivot in a similar manner as we orbit around the pivot. Clicking on the right mouse button and dragging will zoom the camera in and out of the pivot, while holding down the middle mouse button and dragging will move the camera in the direction of the mouse movement. We can change where our pivot is easily by selecting the object we want to move around and then pressing the F key to focus on it.

Note

For more information on moving around the viewport, refer to https://docs.unrealengine.com/latest/INT/Engine/QuickStart/2/index.html.

The Content Browser overview

The Content Browser is a central repository for creating, importing, and modifying all of the content that we use within UE4. This contains all of the assets that our project is made of, and it's important to have a good idea about how to use it.

Getting ready

This recipe assumes that you have a project open with the sample assets included. If you do not have that yet, feel free to follow the instructions in the Getting ready section of the UI overview recipe.

How to do it…

Now that we know how to move around the viewport, we will next want to get acquainted with the Content Browser, which is what we use in order to import or modify contents for our project:

  1. By default, the Content Browser tab is docked in the lower-left corner of the main Level Editor interface, but it can be redocked anywhere within the Level Editor or floated as its own window. You can make it float as a separate window by clicking on the Content Browser tab and dragging it off. If you have a second monitor, having one for the Content Browser tab can often be a nice way to work as you'll often be grabbing things from there and bringing them into the world when building levels.
  2. Close the Content Browser tab by clicking on the X button in the top-right corner of it. To bring it back, go to Window | Content Browser | Content Browser 1.

    Note

    Alternatively, you can also click on the Content shortcut icon above the viewport or press Ctrl + Shift + F to bring the Content Browser tab back.

  3. You can snap the Content Browser tab back to where it was by dragging the tag over it and releasing. You can also create multiple Content Browser tabs to allow you to see multiple things at a time or to move assets between folders easily.
  4. The interface of the Content Browser tab needs space to look nice. Move your mouse over to the edge of the Content Browser tab and drag to extend it. Do the same from the top. Next, double-click on the StarterContent folder to open it.
    How to do it…
  5. The top section is called the navigation bar. It allows you to create, import, and save assets on the left-hand side as well as to move through the different folders in a similar way to a web browser.
  6. Below this on the left-hand side is the sources view. This contains a list of all the folders and collections inside the project, formatted in Folder Hierarchy. Extend the StarterContent folder in the view to see all the folders.
  7. Below this is the Collections view, which provides easy access to your created collections. Collections are a way for us to organize assets into personally-defined groups, such as all characters or environment meshes for a level. Unlike being in a folder, you can think of all of the objects in a collection as being a reference or shortcut to that content. This can be collapsed if you're not using it by clicking on the icon to the left of the Collections text.
  8. On the right-hand side, below the navigation bar, is the asset management area. This is used mostly for filtering out files or searching for a particular asset that we will see below in the asset view.
  9. Below that is the asset view, which is the largest section of the UI. This is a grid displaying all the items that meet the filter requirements in the navigation bar's folder. Right-clicking on an asset or folder will show contextual options based on the objects. All of the assets you see can be dragged and dropped into a scene easily by clicking on the Shapes folder and dragging one of the objects into your scene.
    How to do it…
  10. You can also create new objects within the folder you have selected by right-clicking on some open space and then selecting the desired asset from the menu.
  11. In the bottom-right corner of the Content Browser tab, you'll see View Options. Select it and notice that you can view these assets in three different styles. Go through each of them and note the differences. Each of them have their own advantages and disadvantages; it's good to know that they all exist. You can also change the size of the thumbnails and this may be helpful as the number of objects that you have increases.

In View Options, users can also see the game engine's contents by selecting Show Engine Content. This will allow you to see all of the content included in the engine, by default, which can be quite useful for creating content for the game projects of your own.

Importing your own content

Now that we have a good foundation on the Content Browser tab, let's start off by bringing in some of our own content into the game.

Getting ready

This recipe assumes that you have a project open with the sample assets included. If you do not have that yet, feel free to follow the instructions in the Getting ready section of the UI overview recipe.

In addition, this recipe uses assets from the example code provided for the book. If you do not have it, download it from the Packt Publishing site at http://www.packtpub.com

Tip

Downloading the example code

You can download the example code files for all Packt books you have purchased from your account at http://www.packtpub.com. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

How to do it…

Let's start off by importing a simple model from the Content Browser tab.

  1. Make sure that the Content Browser tab is at the Game folder and then click on the Import button.
  2. Once there, browse to the location where the example code of this chapter is placed and open the Ship folder. Select the Ship.fbx file and then click Open.
  3. You'll be prompted with an FBX import dialog, click on Import, and you should see your new asset included in the Content Browser tab, accompanied by Materials that was created to be used for the Ship model.
    How to do it…
  4. The other way to import assets is simply by dragging and dropping them into the Content Browser tab. Let's do this by opening up our Ship folder in our operating system and then dragging it onto the asset view of the Content Browser tab. You'll notice that textures (images) do not have a dialogue like the model did.
  5. Currently, all of the objects have a * in the bottom-left corner of their images. This is because they are currently not saved to the project. Fix this by clicking on the Save icon (blue floppy disk) in the Content Browser tab.

    Alternatively, you may also right click within the Content Browser tab and then navigate to Import to /Game to import assets into your scene from whatever folder you are currently in.

Left arrow icon Right arrow icon

Description

Unreal Engine is powerful tool with rich functionalities to create games. It equips you with the skills to easily build mobile and desktop games from scratch without worrying about which platform they will run on. You can focus on the individual complexities of game development such as animation and rendering. This book takes you on a journey to jumpstart your game design efforts. You will learn various aspects of the Unreal engine commonly encountered with practical examples of how it can be used, with numerous references for further study. You will start by getting acquainted with Unreal Engine 4 and building out levels for your game. This will be followed by recipes to help you create environments, place meshes, and implement your characters. You will then learn to work with lights, camera, and shadows to include special effects in your game. Moving on, you’ll learn Blueprint scripting and C++ programming to enable you to achieve trigger effects and add simple functionalities. By the end of the book, you will see how to create a healthbar and main menu, and then get your game ready to be deployed and published.

Who is this book for?

This book is for those who are relatively experienced with Unreal Engine 4 and have knowledge of its fundamentals. Working knowledge of C++ is required.
Estimated delivery fee Deliver to Belgium

Premium delivery 7 - 10 business days

€17.95
(Includes tracking information)

Product Details

Country selected
Publication date, Length, Edition, Language, ISBN-13
Publication date : Oct 30, 2015
Length: 326 pages
Edition : 1st
Language : English
ISBN-13 : 9781784398163
Languages :
Tools :

What do you get with Print?

Product feature icon Instant access to your digital copy whilst your Print order is Shipped
Product feature icon Paperback book shipped to your preferred address
Product feature icon Redeem a companion digital copy on all Print orders
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
OR
Modal Close icon
Payment Processing...
tick Completed

Shipping Address

Billing Address

Shipping Methods
Estimated delivery fee Deliver to Belgium

Premium delivery 7 - 10 business days

€17.95
(Includes tracking information)

Product Details

Publication date : Oct 30, 2015
Length: 326 pages
Edition : 1st
Language : English
ISBN-13 : 9781784398163
Languages :
Tools :

Packt Subscriptions

See our plans and pricing
Modal Close icon
€18.99 billed monthly
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Simple pricing, no contract
€189.99 billed annually
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts
€264.99 billed in 18 months
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts

Frequently bought together


Stars icon
Total 125.97
Building an RPG  with Unreal 4.x
€41.99
Unreal Engine Game Development Cookbook
€41.99
Unreal Engine Game Development Blueprints
€41.99
Total 125.97 Stars icon

Table of Contents

12 Chapters
1. Getting Acquainted with the UE4 Interface Chevron down icon Chevron up icon
2. Level Design – Building Out Levels or Greyboxing Chevron down icon Chevron up icon
3. Creating Quality Interior Environments Chevron down icon Chevron up icon
4. Building the Great Outdoors – Exterior Environments Chevron down icon Chevron up icon
5. Lights, Camera, Action – Cinematics Chevron down icon Chevron up icon
6. Lighting and Shadows Chevron down icon Chevron up icon
7. Art Pipeline – Working with Materials Chevron down icon Chevron up icon
8. Blueprint Scripting – Level Effects Chevron down icon Chevron up icon
9. C++ Programming – Gameplay Chevron down icon Chevron up icon
10. User Interface Chevron down icon Chevron up icon
11. Publishing and Deployment Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
(2 Ratings)
5 star 50%
4 star 0%
3 star 50%
2 star 0%
1 star 0%
Ivan Carmosino Apr 09, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Chiaro e completo inglese per nulla difficile e decisamente scorrevole. Inoltre c'è la possibilità di avere sul sito dell'editore anche le figure a colori. Spettacolo
Amazon Verified review Amazon
ViceVersa May 01, 2016
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
like half of what he goes over in this book is very common knowledge. Unless you are absolutely brand new to unreal, and for some reason dont know how to use youtube, i wouldnt recommend it.
Amazon Verified review Amazon
Get free access to Packt library with over 7500+ books and video courses for 7 days!
Start Free Trial

FAQs

What is the digital copy I get with my Print order? Chevron down icon Chevron up icon

When you buy any Print edition of our Books, you can redeem (for free) the eBook edition of the Print Book you’ve purchased. This gives you instant access to your book when you make an order via PDF, EPUB or our online Reader experience.

What is the delivery time and cost of print book? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela
What is custom duty/charge? Chevron down icon Chevron up icon

Customs duty are charges levied on goods when they cross international borders. It is a tax that is imposed on imported goods. These duties are charged by special authorities and bodies created by local governments and are meant to protect local industries, economies, and businesses.

Do I have to pay customs charges for the print book order? Chevron down icon Chevron up icon

The orders shipped to the countries that are listed under EU27 will not bear custom charges. They are paid by Packt as part of the order.

List of EU27 countries: www.gov.uk/eu-eea:

A custom duty or localized taxes may be applicable on the shipment and would be charged by the recipient country outside of the EU27 which should be paid by the customer and these duties are not included in the shipping charges been charged on the order.

How do I know my custom duty charges? Chevron down icon Chevron up icon

The amount of duty payable varies greatly depending on the imported goods, the country of origin and several other factors like the total invoice amount or dimensions like weight, and other such criteria applicable in your country.

For example:

  • If you live in Mexico, and the declared value of your ordered items is over $ 50, for you to receive a package, you will have to pay additional import tax of 19% which will be $ 9.50 to the courier service.
  • Whereas if you live in Turkey, and the declared value of your ordered items is over € 22, for you to receive a package, you will have to pay additional import tax of 18% which will be € 3.96 to the courier service.
How can I cancel my order? Chevron down icon Chevron up icon

Cancellation Policy for Published Printed Books:

You can cancel any order within 1 hour of placing the order. Simply contact customercare@packt.com with your order details or payment transaction id. If your order has already started the shipment process, we will do our best to stop it. However, if it is already on the way to you then when you receive it, you can contact us at customercare@packt.com using the returns and refund process.

Please understand that Packt Publishing cannot provide refunds or cancel any order except for the cases described in our Return Policy (i.e. Packt Publishing agrees to replace your printed book because it arrives damaged or material defect in book), Packt Publishing will not accept returns.

What is your returns and refunds policy? Chevron down icon Chevron up icon

Return Policy:

We want you to be happy with your purchase from Packtpub.com. We will not hassle you with returning print books to us. If the print book you receive from us is incorrect, damaged, doesn't work or is unacceptably late, please contact Customer Relations Team on customercare@packt.com with the order number and issue details as explained below:

  1. If you ordered (eBook, Video or Print Book) incorrectly or accidentally, please contact Customer Relations Team on customercare@packt.com within one hour of placing the order and we will replace/refund you the item cost.
  2. Sadly, if your eBook or Video file is faulty or a fault occurs during the eBook or Video being made available to you, i.e. during download then you should contact Customer Relations Team within 14 days of purchase on customercare@packt.com who will be able to resolve this issue for you.
  3. You will have a choice of replacement or refund of the problem items.(damaged, defective or incorrect)
  4. Once Customer Care Team confirms that you will be refunded, you should receive the refund within 10 to 12 working days.
  5. If you are only requesting a refund of one book from a multiple order, then we will refund you the appropriate single item.
  6. Where the items were shipped under a free shipping offer, there will be no shipping costs to refund.

On the off chance your printed book arrives damaged, with book material defect, contact our Customer Relation Team on customercare@packt.com within 14 days of receipt of the book with appropriate evidence of damage and we will work with you to secure a replacement copy, if necessary. Please note that each printed book you order from us is individually made by Packt's professional book-printing partner which is on a print-on-demand basis.

What tax is charged? Chevron down icon Chevron up icon

Currently, no tax is charged on the purchase of any print book (subject to change based on the laws and regulations). A localized VAT fee is charged only to our European and UK customers on eBooks, Video and subscriptions that they buy. GST is charged to Indian customers for eBooks and video purchases.

What payment methods can I use? Chevron down icon Chevron up icon

You can pay with the following card types:

  1. Visa Debit
  2. Visa Credit
  3. MasterCard
  4. PayPal
What is the delivery time and cost of print books? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela