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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

Meshes and Materials

For a computer to visually represent a 3D object, it needs two things: a 3D mesh and a material.

Meshes

3D meshes allow you to specify the size and shape of an object, like this mesh representing a monkey's head:

Figure 1.45: A 3D mesh of a monkey's head

Meshes are comprised of several vertices, edges, and faces. Vertices are simply a 3D coordinate with an X, Y, and Z position; an edge is a connection (that is, a line) between two vertices; and a face is a connection of three or more edges. You can see in the previous figure the individual vertices, edges, and faces of the mesh, where each face is colored between white and black, depending on how much light is reflecting off the face. Nowadays, video games can render meshes with thousands of vertices in such a way that you can't tell the individual vertices apart because there are so many of them so close together.

Materials

Materials, on the other hand, allow...

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