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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

Content Folder Structure in Unreal Engine

In your project directory (E:/UnrealProjects/MyBlankProj in our case), you will observe a Content folder. This is the primary folder that your project uses for different types of assets and project-relevant data (including Blueprints). The C++ code goes into the Source folder in your project. Please note that the best practice is to create new C++ code files directly through the Unreal Editor as this simplifies the process and results in fewer errors.

There are many different strategies you can use to organize the data inside your Content folder. The most basic and easy-to-understand is using folder names to depict the type of content inside. Therefore, a Content folder directory structure may resemble the example at https://packt.live/3lCVFkR. In this example, you can see that each file is categorically placed under the name of the folder representing its type on the first level, with the following levels further grouping it into meaningful folders.

Note

All blueprints should prefix BP in their name (to differentiate them from the default blueprints used by Unreal Engine). The rest of the prefixes are optional (however, it is best practice to format them with the prefixes shown earlier).

In the next section, we will be looking at the Visual Studio solution.

You have been reading a chapter from
Game Development Projects with Unreal Engine
Published in: Nov 2020
Publisher: Packt
ISBN-13: 9781800209220
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