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Learning Unreal Engine Game Development

You're reading from   Learning Unreal Engine Game Development A step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4

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Product type Paperback
Published in Feb 2016
Publisher
ISBN-13 9781784398156
Length 274 pages
Edition 1st Edition
Tools
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Author (1):
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Joanna Lee Joanna Lee
Author Profile Icon Joanna Lee
Joanna Lee
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Table of Contents (9) Chapters Close

Preface 1. An Overview of Unreal Engine FREE CHAPTER 2. Creating Your First Level 3. Game Objects – More and Move 4. Material and Light 5. Animation and AI 6. A Particle System and Sound 7. Terrain and Cinematics Index

Introducing volumes


Volumes are invisible areas that are created to help the game developers perform a certain function. They are used in conjunction with the objects in the level to perform a specific purpose. Volumes are commonly used to set boundaries that are intended to prevent players from gaining access to trigger events in the game, or use the Lightmass Importance Volume to change how light is calculated within an area in the map as in Chapter 2, Creating Your First Level.

Here's a list of the different types of volumes that can be customized and used in Unreal Engine 4. But feel free to quickly browse through each of the volumes here for now, and revisit them later when we start learning how to use them later in the book. For this chapter, you may focus your attention first on the Trigger Volume, as we will be using that in the later examples of this chapter.

Blocking Volume

The Blocking Volume can be used to prevent players/characters/game objects from entering a certain area of the...

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