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Unreal Engine 4.X By Example
Unreal Engine 4.X By Example

Unreal Engine 4.X By Example: An example-based practical guide to get you up and running with Unreal Engine 4.X

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Unreal Engine 4.X By Example

Chapter 1. Introduction to Unreal Engine 4

Welcome to Unreal Engine 4 by Example! During the course of this book you are going to learn how to utilize Unreal Engine 4 (UE4) to create high-quality games using C++. This chapter will show you how to install the engine, introduce you to the engine's User Interface (UI), show you how to create new projects, and give you a rundown of what to expect from this book. The purpose of this chapter is to give you a general idea of how this book will be formatted and how to get the most out of your Unreal Engine 4 by Example experience.

The chapter will cover the following points:

  • Navigating this book and what to expect
  • Installing UE4
  • Creating new UE4 projects
  • Navigating UE4's User Interface
  • Creating a basic actor and adding components
  • Opening and exploring the examples provided by Unreal

Navigating this book

First off, it should be stated that the use of C++ features heavily in the later stages of this book. It is strongly advised that you already have some experience with writing in C++ or a similar low-level language before embarking on this journey.

This is a By Example book, meaning that you will be taught how to use UE4 via the breakdown and explanation of previously created UE4 game projects. These projects have been created specifically for this book with your education in mind! Each project will be taught over two chapters, the first will include the core concepts and features needed to implement the title. The second will delve into the advanced or more complicated components of each project. By the end of each project you will have learnt core UE4 functionality plus some very interesting polish techniques.

By the end of this book you should find yourself well on your way to becoming a skilled Unreal Engine developer capable of using C++ and the provided Blueprint system to utilize Unreal Engine's rich feature set to create polished game titles.

Game Projects you say?

Yes, game projects! By the end of this book you will have created four unique game projects that will all include their own polish features. These projects culminate with the creation of your very own multiplayer first-person shooter!

During the course of this book you will create the following game projects:

  • Barrel Hopper: A homage to the original Donkey Kong, this project will be created entirely using Blueprint and will introduce you to the high-level systems used when creating games with UE4.
  • Bounty Dash: Our take on an endless runner, this project will be your first look into C++ with UE4. We will be expanding on some of our content created for Barrel Hopper and really start to unlock the potential of UE4.
  • Boss Mode: For this project we will be expanding on your C++ technical skill set by creating an engagement with a game boss controlled by Artificial Intelligence (AI), which will be visually detailed by taking advantage of UE4's in-depth rendering and shading functionality.
  • Network Shooter: This will be the culmination of your journey with this book and your UE4 education. You will be creating a networked first-person shooter that lets you create a game you can play with your friends through a Local Area Network.

Installing Unreal Engine 4

The version of Unreal Engine we will be using for this book is Unreal Engine 4.11.0. You may use any 4.11.# engine version as long as your version number exists within the 4.11 family. If you have already installed Unreal Engine 4.11 you can skip this section and jump straight to Creating your first project. First things first, you need to sign up as an Unreal Engine developer. Navigate to https://www.unrealengine.com in your browser and select the GET UNREAL option located in the top right-hand corner of the web page.

Installing Unreal Engine 4

This will then redirect you to the login/sign-up page for a UE account. If you do not have an account, follow the steps presented in the page to create one. This account will integrate you into the Unreal Development community. Through this account you can get Unreal Engine news, updates, and developer support.

Once this is done you will be directed to the downloads page, choose the OS that you will be developing on (MAC, Windows) and you should see the download begin for an Epic Games Launcher installer. The Epic Game Launcher is the portal for all Unreal Engine versions and you will use this application to install, manage, and launch the engine version you wish to use.

Once the Epic Games Launcher has been successfully installed, run it and it will prompt you to log in with the account credentials you previously set up with Epic. If everything has gone according to plan you should be presented with the Unreal Engine launcher. From the launcher you will need to navigate to the Unreal Engine tab located in the top left-hand side of the window. From here you can see News, Learning Resources, and Marketplace Content for the engine. I advise you to take your time to explore each of the options available to you, however we will be focusing on the Library section.

By selecting the Library element on the list on the left-hand side of the window you will be presented with any currently installed engines as well as any Unreal projects you have already created. There will be an Add Versions button near the top of the window.

Installing Unreal Engine 4

Pressing this button will present you with a light-colored engine node, click the drop-down arrow next to the engine version number and be sure to select 4.11.0. Once this is done, hit Install. The launcher will now handle downloading and installing your new engine version!

While the engine is installing I would strongly suggest you spend some time exploring https://www.unrealengine.com. The website is a great place to find video tutorials, learning resources, and the Unreal Engine Wiki. You do not need to utilize these resources to follow this book, however the content they have provided is very informative and will definitely help you on your journey to becoming a proficient Unreal Engine developer. Once the engine has been installed, hit Launch and you are ready to go!

Tip

Tip: If you hit the drop-down arrow next to launch you can create a shortcut for the engine version.

Creating your first project!

It is now time for the famous Hello World, but this time it will be Hello Unreal. With your engine version launched you will be presented with the Unreal Project Browser. This browser features two tabs, Projects and New Project, select New Project. The first thing you can see in this tab is a large selection of icons under two more tabs, Blueprint and C++. We will be selecting the Blueprint tab and we will be creating a Blank project, your selection should appear as follows:

Creating your first project!
Creating your first project!

Under this section you will see three dropdown boxes titled Desktop / Console, Maximum Quality, and With Starter Content. We will leave these as they are for now but this is where you can swap your target platform for the project, change the graphics quality, and whether or not you would like to use the starter content provided by Epic. Below these options you will see fields to populate the directory where you wish to create the project and what the name of the project will be. We shall title this project Hello Unreal. Once this is done, click the green Create Project button and the engine will finally launch.

Navigating the Unreal Engine UI

Welcome to the Unreal Engine User Interface! It can be a bit overwhelming at first but, fear not, all will be explained. By the end of this book you will be very familiar with the layout and workings of this engine view. Now, for the sake of brevity, I will hand your Unreal education over to the Epic team for a short moment. In the top right-hand corner of the window next to the name of the project you should see a grey academia cap flashing green.

Navigating the Unreal Engine UI

Clicking this cap will start a short tutorial that will familiarize you with the engine's layouts and panels. I am leaving this up to Unreal as the introductory tutorials are succinct and efficient at bringing you up to scratch with the editor layout and camera controls. This gives us more time to get to the juicy learning!

Once you have completed this introductory tutorial you will be guided to the tutorial home panel. Here you will be able to find a list of simple tutorials that will help familiarize you with the different features of the engine, could you please complete the two tutorials under the Basics category. Feel free to utilize the other tutorials during the course of the book. I will likely be covering almost all of the topics covered in the tutorials but they may prove useful as an additional learning resource. Now that Epic has taught you how to view its engine, it is now time to teach you how to use the engine!

Creating a basic actor

At this point you should have a world that looks similar to this:

Creating a basic actor

What we are going to do now is remove the table, statue, and chairs from our level and replace them with our own actor. The purpose of this is to show you how we can create new actors and add components from within the editor without having to navigate to other areas of the engine. You can remove actors by clicking on them and hitting the Delete key, right-clicking on them and selecting Edit | Delete from the dropdown menu, or by finding the actor in the World Outliner and performing the same steps.

Once the table and chairs have been removed, we need to add an actor to the world that we wish to build upon. To do this we need to place an element from the Modes Panel in the top left-hand side of the window. As stated in the introductory tutorial, the Modes Panel is where you can find all of the tools that you will need to perform construction actions within the editor. The five tabs you can interact with are Place, Paint, Landscape, Foliage, and Geometry Editing.

These options will be explored during the course of this book but, for now, we are concerned with the Place tab. The Place tab is where you can find all of the editor objects that can be dragged and dropped into the level. Here you can find things such as basic geometry primitives, BSPs, visual effects, and numerous processing volumes.

Tip

If you wish to see detailed documentation for each of the editor objects, click the small question mark on the right-hand side of the object name.

From the list on the left-hand side of the panel, select Basic; this will show you a selection of simple objects that can be dragged into the world. We want to drag an Empty Actor into the world.

Creating a basic actor

Objects, Actors, Pawns, and Characters

Unreal Engine utilizes a specific naming convention for the objects that can be created and built upon within the editor. There are Objects, Actors, Pawns, and Characters. Each name represents an expanded level of functionality. In general, you can think of Actors as whole items or entities such as a power up or boost pad, where an object is usually a small part or Component with specialized functionality. For example, a whole car could be an Actor but the engine within the car would be considered an Object. Pawns and Characters I will detail in later chapters. The term object(s) will be used to refer to things in our levels but when required I will use the capitalized Actor or Object when specification is required.

Select our new actor now by clicking on it within the viewport. With the Empty Actor selected in our world we are presented with a few new visual elements. The first is the transform widget; the transform widget provides us with the ability to translate, rotate, and scale objects within our world. You can swap the functionality of your transform widget by pressing the W key for translation, the E key for rotation, and the R key for scale. Alternatively, in the top right-hand side of the Viewport panel you can click and select the appropriate transform icon. We can also select the globe icon in the same corner to swap between world and local space transformation. Simply put, world space transformation will present a transform axis in line with the world. Local space will present a transform axis in line with the object (based on the objects arbitrary forward).

Objects, Actors, Pawns, and Characters

Tip

If you are ever curious to see the world space axis, it can be found in the bottom left-hand side of the screen, denoted by a simple line widget. This can be used to orient yourself while using the 3D camera/building levels.

Adding components to your Actor

You will notice that, if you try to scale or rotate the empty actor, nothing happens. That is because, at this point, the empty actor only contains a DefaultSceneRoot component. A component is an Object that is owned by other Unreal Engine 4 objects (usually Actors, Pawns, or Characters) that provide different functionalities/features to the object. In this case our actor owns a DefaultSceneRoot component allowing us to translate, rotate, and scale the object.

Why then does scaling and rotating do nothing? Well, right now we have no 'visual' components included in our actor and by that I mean any components that contain geometry that will visually represent the object in the game world. Without a visual reference, the orientation or size of the empty actor has no context, only the location of the object in 3D space could be of any use, thus we have the ability to translate.

This brings me to the second visual element; on the right-hand side of the window is the Details panel. This panel is used to show all information about any selected object within our world. From the Details panel we can manipulate exposed member data, add and remove components, and edit component properties. There are a few other tricks the Details panel offers us but I will expand upon those later on in the book.

You can also change the name of objects in the details panel. Right now our object is called Actor, we should change this to a more specific name, let's use Hello Sphere. Now we need to add a visual reference to our Hello Sphere. Under the Details panel you can see a green Add Component button; clicking this button will bring up a list of pre-built components we can add to our actor. We would like to add a Sphere to our actor, it can be found under the Basic Shapes section of the dropdown. You can either use the search bar provided to find specific components or scroll down the list until you find what you require.

The component hierarchy

Once you have added the sphere mesh to our Hello Sphere actor you will see a new element in the Details Panel, component hierarchy. We still have our DefaultSceneRoot component but now, directly under it, we have our sphere mesh. This brings up a very important point: Component parenting.

Within the Details panel you will notice that the sphere mesh component is indented slightly and directly beneath our DefaultSceneRoot component.

The component hierarchy

This is called parenting; our sphere mesh is now a child component of our DefaultSceneRoot component. This means that any scaling, rotation, or translation we apply to our DefaultSceneRoot will be applied to our sphere as well. However, any transformations we enact on our sphere mesh will not be applied to our DefaultSceneRoot. You can change the hierarchy of an object's components by clicking and dragging them up and down the list. The top-most component will be the Root Component and will dictate the transform of all subsequent components.

Ignoring this can lead to disjointing of child components and can be fairly troublesome. I encourage you to now translate the Hello Sphere with the Sphere component selected in the details panel, then again with the DefaultSceneRoot component selected instead. You will notice that, upon the second translation, the Sphere Mesh maintains its relative distance from the location of the DefaultSceneRoot component. It is because of this that I would strongly advise to only apply transformations to child objects when you wish those transformations to remain constant, relative to the parent.

Tip

If you wish to move everything within an object instance you may select the ObjectName (Instance) element within the hierarchy.

Modifying components

Now translate the Hello Sphere to the same location that the table and chairs originally occupied. We are going to add some Flash to our Hello Sphere. We are going to add two more components to the actor; a Text Render component and a Particle System component. We will then use the Details panel to modify the properties of these components to achieve our desired visual result.

First, let's modify the text. After adding a Text Render component, select it in the component hierarchy. You will see that the bottom section of the Details panel will change. This section is where you can modify the component's properties. You will notice that you can also get access to the component's transform properties here, this is so you can perform exact transformation changes to an object without having to use the transform widget.

Underneath the Transform and Materials sections we will see a section titled Text. It is here that the main properties for our Text Render component exist. The first thing we need to do is change the text so it says something meaningful. Let's change the Text field to Hello World then change the Horizontal Alignment field to Center.

Your Text section of the details panel should look something like this:

Modifying components

3D transformation and axis

Unfortunately the 3D text is partially penetrating the sphere mesh. To fix this we will be applying a translation to the Text Render component. We wish to apply this translation to the Text Render child component as we want this translation to remain the same regardless of the position of our actor. Instead of using the widget we can use the Transform section of the Details panel. You will notice a 3x3 field matrix under the Transform section. The top row represents the location of the component in 3D space, the second row the rotation, and the bottom row the scale. We want to move our 3D text vertically by a small amount and reduce the scale of our sphere so that our text sits above our sphere mesh.

3D game engines will use an arbitrary 3D co-ordinate system to accurately gauge the transformation of objects in 3D space. These co-ordinate systems are made up of three axis—X, Y, and Z. We gauge the direction of the co-ordinate axis by the direction in which the axis increases in a positive manner.

To better understand how axis work, we will take your position as a developer as a reference. If you were to see your own Unreal axis set, you would see a red axis (the X axis) extend outwards from your chest towards the screen. This is because the X axis in Unreal Engine increases in a positive manner forwards into the screen. In a similar fashion you would see a green axis extend out of your right-hand side (the Y axis), and finally you would have a blue axis extending upwards from your head (the Z axis). As an example, imagine the chair in the following screenshot is the chair you are sitting in:

3D transformation and axis

We need to translate the text component 30cm positively along the Z axis. To do this, ensure that you have the Text Render component selected in the component hierarchy and simply change the third field in the top row of the Transform section of the Details panel to 30.0. However, our text render component is still intersecting with the sphere, we now need to scale down or shrink our sphere mesh component.

To scale down the sphere, make sure the Sphere Mesh component is selected in the component hierarchy, then press R to bring up the Scale Transform widget. You'll notice, as you hover your mouse over the different sections of the widget, that they will change to a yellow color. This means that if you were to press and hold the left mouse button, any movement of the mouse will result in a scale change on that axis. To scale the sphere along all axis uniformly, there is a small white box in the widget where all the axis meet. If your mouse is situated over this box, all of the axis will change to a yellow color. With this white box selected, click and drag the mouse to scale the sphere to half the size it was before. Or, alternatively, change all of the values in the bottom row of the transform matrix to 0.5.

This will move our text render component up and out of our smaller sphere mesh, resulting in something that looks like this:

3D transformation and axis

Adding the Unreal factor

Our little sphere has come a long way, however we need to add something to our actor to make it stand out. This brings our other new component into focus, the Particle system. Particle systems are components that allow us to attach previously created particle effects to our actors. The creation of these particle effects and a more in-depth description will be detailed in the Boss Mode Activated chapter.

For now, we can use the new component's Details panel to modify which particle effect we would like to use and how it is transformed. With the Particle System component selected in the hierarchy, select the Template dropdown field in the Particles section and select P_Fire. This will use the P_Fire particle system template for the particle component. You may notice that the particle system is quite large initially; I scaled the system to about 1/3 of the original size. You can do this by using the scale widget or the transform field in the Details panel with the particle system component selected.

We are not done yet, Unreal Engine boasts a very flexible and feature-rich renderer. One of the most commonly used features is the Material system. Materials are pre-built visual effects we would like to apply to our surfaces. Materials encompass all surface details such as textures, color, and physical properties such as roughness and luminescence. The creation of Materials along with an in-depth description is covered in the Boss Mode Activated chapter. For now we can use a pre-made material for our Sphere Mesh. With the Sphere mesh component selected, click the dropdown field under the Materials section of the Details panel. Search in the list for M_Metal_Burnished_Steel. You'll notice that when the material is selected, the appearance of the sphere will change. You now see something similar to this:

Adding the Unreal factor

And that is it! We are done setting up our game world for the Hello World project. Now you can click the large play button in the Toolbar at the top of the Editor window and fly around your new game world! You will notice at the top of the screen there are a few options, these in-editor play options will be explained in the next chapter Blueprints and Barrels. Congratulations on making your first Unreal Engine project Hello Unreal! All of the concepts presented in this project will be expanded on in much more detail in the following chapters. What you have learned here is only the beginning; there are many more interesting features and techniques yet to come.

Pre-Built projects as a learning resource

Now that you are comfortable creating and modifying your own projects, it is important to learn how to interact with the Unreal Learning tools to download pre-built projects so you may learn from other people's work.

Epic releases example projects that you can navigate and explore to learn about the different faces of the engine. If you open the Epic Games Launcher application and return to the Unreal Engine tab, you will notice in the list on the left-hand side of the screen a Learn element. Selecting this element will open up the Learn page of the Epic Game Launcher. From this page you can get access the engine documentation, video tutorials, community wiki and, most importantly, the example projects. If you scroll down, you will see a section titled Engine Feature Samples. This section holds all of the example projects that you can download to see how Epic Games implements the different feature sets of the Unreal Engine. The one in particular I would like to draw your attention to is the Content Examples project.

Pre-Built projects as a learning resource

The Content Examples project features a set of levels that demonstrate the use of many of the Engine's features. If at any point the uses of the Engine's components seem unclear, you may be able to find an example of that component's implementation in this project. Once the project has been downloaded it will appear in the Library section of the Unreal Engine tab.

Summary

Well done on taking your first steps towards becoming an Unreal Engine developer! I hope you look forward to learning from this book and continuing your game development adventures with Unreal Engine 4. In this chapter you have learned how to install the engine, navigate its unique interface, and you have made your first Unreal Actor! The next chapter Barrels and Blueprints will expand on the skills you just have learned to create your first UE4 game project! You will be recreating a version of the classic arcade game Donkey Kong©. The chapter will have you learn more about interfacing with the engine editor, how to create a workflow with Unreal Engine, and how to work with the Blueprint visual scripting system.

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Key benefits

  • A unique resource on Unreal with an interactive example based approach that is sure to get you up and running immediately
  • Will feature four unique game projects that increase in complexity which will enable readers to build their game development skills using Unreal Engine 4 and the C++ programming language
  • Will be the most up to date book in the market on Unreal with full coverage of the new features of UE4

Description

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today’s development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine’s tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine’s rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.

Who is this book for?

Unreal Engine 4.X by Example was written for keen developers who wish to learn how to fully utilise Unreal Engine 4 to make awesome and engrossing game titles. Whether you are brand new to game development or a seasoned expert, you will be able to make use of the engine with C++. Experience with both C++ and other game engines is preferred before embarking on the Unreal by Example journey, but with a little external research into the basics of C++ programming, this book can take a complete game development novice to an Unreal Engine Developer!

What you will learn

  • Use C++ with Unreal Engine to boost the development potential of any Unreal Engine project
  • Vastly improve workflow and content creation with the visual scripting system blueprint
  • Design, test, and implement interesting game worlds using Unreal Engines built-in editor
  • Build a networked, feature-rich first person shooter that you can play with others over LAN
  • Build design-centric game worlds that play to needs of your game ideas
  • Paint your game worlds via the creation and modification of visual shaders called materials
  • Gain knowledge of other game development disciplines through the use of the Animation and Material tool sets
  • Create feature-rich game projects with a sophisticated visual quality and feature set
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Table of Contents

11 Chapters
1. Introduction to Unreal Engine 4 Chevron down icon Chevron up icon
2. Blueprints and Barrels – Your First Game Chevron down icon Chevron up icon
3. Advanced Blueprint, Animation, and Sound Chevron down icon Chevron up icon
4. Unreal Engine, C++, and You Chevron down icon Chevron up icon
5. Upgrade Activated – Making Bounty Dash with C++ Chevron down icon Chevron up icon
6. Power Ups for Your Character, Power Ups for the User Chevron down icon Chevron up icon
7. Boss Mode Activated – Unreal Robots Chevron down icon Chevron up icon
8. Advanced AI and Unreal Rendering Chevron down icon Chevron up icon
9. Creating a Networked Shooter Chevron down icon Chevron up icon
10. Goodbyes and Thank yous Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Full star icon Full star icon Full star icon Half star icon Empty star icon 3.2
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4 star 16.7%
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2 star 33.3%
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Dejan Seguljev Oct 19, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Excellent for those who have experience in development but no prior experience with Unreal Engine.
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William Lumley Jan 12, 2017
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Great book. Easy to read and really walks you through building some quality example projects quite well.
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Patrick Yee Feb 07, 2020
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
It's an okay instructional book, but it is not a textbook. There are portions of the book that should be rewritten where you start to think outside of the box to be inside the box, if that makes sense. It's all about the code, even blueprints, so you are not dealing with the details of a designer. So, you can go through this book really fast, but the wording and the bold face or lack of may distract you. The images to help you aren't in color and it's hard to use as reference.
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Not a fan Oct 13, 2016
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
Lots of typos, variables that change names, unclear directions... If you buy this book, be prepared to spend a few hours trying to figure out what the author meant.This book is definitely not worse the price.
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Aleksandr Palatnik Nov 07, 2016
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The information in this book is good, but somewhat outdated with the newest Unreal Engine (4.13.2), which is understandable. That's not the main issue, though.My bigger problem with this is that the book needed a lot more editing since it has MANY typos/errors, some of which are in the code examples and lead to totally cryptic errors. The book also occasionally fails to mention necessary steps, once leading to an editor segfault for me (nullptr GameMode because the book never mentions to set it as the default mode). At the time of writing, there are no errata posted on the Packt page addressing this stuff.I'm sticking with this book because, again, for the most part the information is good, but there is the added cost that I have to do quite a bit of research and/or bugfixing to deal with the errors. I expect that with any program-specific tutorial book, but there's more than usual in this book, so I can't recommend it.
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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