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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

With the player movement Blend Space created and the player character animation blueprint using a state machine to transition from movement to jumping, you are ready to move on to the next chapter, where you will prepare the required animation slot, animation montage, and update the animation blueprint for the throw animation that will use only the upper body of the character.

From the exercises and activities in this chapter, you learned how to create a 1D Blend Space that allows the smooth blending of movement-based animations such as idling, walking, and running using the speed of the player character to control the blending of animations.

Additionally, you learned how to integrate new key bindings into the project settings and bind those keys in C++ to enable character gameplay mechanics such as sprinting and throwing.

Lastly, you learned how to implement your very own animation state machine within the character animation blueprint in order for the player to...

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