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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

Summary

In this chapter, we have learned about some critical multiplayer concepts, such as how the server-client architecture works, the responsibilities of the server and the client, how the listen server is quicker to set up than the dedicated server but not as lightweight, ownership and connections, roles, and variable replication.

We've also learned some useful techniques for animation, such as how to use 2D Blend Spaces, which allow you to have a two-axis grid to blend between animations, and the Transform (Modify) Bone node, which has the ability to modify the bones of a skeletal mesh at runtime. To finish off the chapter, we created a first-person multiplayer project where you have characters that can walk, look, and jump around, which will be the foundation of the multiplayer first-person shooter project that we will be working on for the next few chapters.

In the next chapter, we'll learn how to use RPCs, which allow clients and servers to execute functions...

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