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Mastering Unreal Engine 4.X
Mastering Unreal Engine 4.X

Mastering Unreal Engine 4.X: Master the art of building AAA games with Unreal Engine

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Profile Icon Muhammad A.Moniem
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€18.99 per month
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.2 (6 Ratings)
Paperback Jun 2016 384 pages 1st Edition
eBook
€28.99 €32.99
Paperback
€41.99
Subscription
Free Trial
Renews at €18.99p/m
Arrow left icon
Profile Icon Muhammad A.Moniem
Arrow right icon
€18.99 per month
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.2 (6 Ratings)
Paperback Jun 2016 384 pages 1st Edition
eBook
€28.99 €32.99
Paperback
€41.99
Subscription
Free Trial
Renews at €18.99p/m
eBook
€28.99 €32.99
Paperback
€41.99
Subscription
Free Trial
Renews at €18.99p/m

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Table of content icon View table of contents Preview book icon Preview Book

Mastering Unreal Engine 4.X

Chapter 1. Preparing for a Big Project

When you are about to create a C++ game using Unreal Engine, it means that you are going to create a big project. The two specific reasons for such a choice are: you are a core programmer and not familiar with the blueprints concept, or you want the game to run faster. Either way, you are about to get the right start here.

It's been said several times that C++-based games are quite a bit faster (10 times faster) than games made with blueprints. Although that was hearsay on the Unreal forums, the fact is that it is partly true. All games made with Unreal are equal in performance to those relying on the same technology and engine code base. However, when things get complex, it gets a little slower, and that speed difference is not as noticeable; it is something measured in milliseconds.

Starting a C++ project with Unreal is quite different, as it is not something that can be done inside the editor anymore. You'll need all the help of the IDE and, based on your platform, the setup will be different. My setup currently while writing this book is Windows 10, Unreal 4.10 and Visual Studio 2015. Apart from Google Documents, that's all that I need to create my data tables, and that's all that is needed!

By the end of this chapter, you will be able to:

  • Start a new Unreal Engine C++ project from scratch
  • Set the project and editor settings to match your needs
  • Map any input device to match your game design
  • Import and export assets in and out of the Unreal Editor
  • Migrate assets between the different Unreal projects
  • Retarget animations between the different skeletons
  • Add the required modules and header files to the project code
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Key benefits

  • Build an entire AAA game level throughout the book
  • Take your C++ scripting skills to the next level and use them extensively to build the game
  • An advanced practical guide with a tutorial style approach that will help you make the best of Unreal engine 4

Description

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!

Who is this book for?

This book is for game developers who have a basic knowledge of Unreal Engine and C++ scripting knowledge. If you want to take the leap from a casual game developer to a full-fledged professional game developer with Unreal Engine 4, this is the book for you.

What you will learn

  • Script your player controls in C++
  • Build a superb and engaging level with advanced design techniques
  • Program AI with C++
  • Use Cascade to add life to your games
  • Use custom shaders and advanced shading techniques to make things pretty
  • Implement an awesome UI in the game
  • Control gameplay using data tables

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Jun 30, 2016
Length: 384 pages
Edition : 1st
Language : English
ISBN-13 : 9781785883569
Vendor :
Epic Games
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Product Details

Publication date : Jun 30, 2016
Length: 384 pages
Edition : 1st
Language : English
ISBN-13 : 9781785883569
Vendor :
Epic Games
Languages :
Tools :

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Table of Contents

15 Chapters
1. Preparing for a Big Project Chevron down icon Chevron up icon
2. Setting Up Your Warrior Chevron down icon Chevron up icon
3. Designing Your Playground Chevron down icon Chevron up icon
4. The Road to Thinkable AI Chevron down icon Chevron up icon
5. Adding Collectables Chevron down icon Chevron up icon
6. The Magic of Particles Chevron down icon Chevron up icon
7. Enhancing the Visual Quality Chevron down icon Chevron up icon
8. Cinematics and In-Game Cutscenes Chevron down icon Chevron up icon
9. Implementing the Game UI Chevron down icon Chevron up icon
10. Save the Game Progress Chevron down icon Chevron up icon
11. Controlling Gameplay via Data Tables Chevron down icon Chevron up icon
12. Ear Candy Chevron down icon Chevron up icon
13. Profiling the Game Performance Chevron down icon Chevron up icon
14. Packaging the Game Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Top Reviews
Rating distribution
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.2
(6 Ratings)
5 star 0%
4 star 16.7%
3 star 16.7%
2 star 33.3%
1 star 33.3%
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Johnny P Nov 15, 2016
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
A very good UE4 book that deserves more than a one star rating. I have read many of the chapters of this book. It has both C++ and Blueprints covered. It does a fair job for what it does cover. UE4 is a complex game engine and there may never be a book that could live completely up to "Mastering". To master you really have to put in the time and practice. Also, the game engine is changing, but the book is not, so you may have to adapt portions for the version of the engine you are using. I have around 16 UE4 books and this is one of the better ones, especially for C++ coverage. Many books only cover Blueprints, so if you are looking for some C++ this is one to have. I especially appreciated the UMG coverage, something many books lack, and connecting UI with game logic. It is not a large amount of detail on UMG in a chapter, but it was just what I needed. With a little practice and experimentation it was a good start.
Amazon Verified review Amazon
Evgeny Adamenkov Apr 19, 2017
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
The book is kinda useful - I keep learning Unreal while trying to make sense of the text by reading Unreal manuals :). But it has definite "I don't give a damn about you, the reader" smell - all these typos and whole organization of the sample code.
Amazon Verified review Amazon
CJ Jan 16, 2017
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
I frequently get stuck in this book because of the awkward writing style. I don't think I'm going to make it to the end. For example:"Any class you are going to create, most of the time should have a parent class, and I have to say that there are tons of full games that have been made without the need to create a class that is not inherited from a parent class of the unreal class list."I admit, sentences that bad only occur occasionally, but smaller offenses happen more frequently than I have the patience for.
Amazon Verified review Amazon
Hendrik Jul 20, 2017
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
- many typos in the text- example code does not run on the current version of the unreal engine
Amazon Verified review Amazon
Sharon S. Feb 05, 2018
Full star icon Empty star icon Empty star icon Empty star icon Empty star icon 1
Not a good book. There's misspellings all over the place, it already feels outdated, and it's hard to follow along. There's been so many times that I've scratched my head and wondered what the heck I was supposed to do, just because he skipped over something or didn't even say how to do it at all.I kid you not, here is an excerpt from the code comments on page 44:"//Call the fetch to the tables, now we get all the datat stored.Why? simply because keep readin everytime from the table itself isgoing to cost over your memory//but the most safe method, is just to read all the data atonce, and then keep getting whatever needed values from the storagewe've ."Where was the editor when this book was published? I understand it's code comments and won't affect anything, but I would be absolutely mortified if I published anything at this caliber. I expect much more from a Packt book.I'm not a complete beginner to Unreal, so you'd think I should be able to follow along easily; I was not able to.Save your money and watch the tutorial videos that Unreal makes, or anything on YouTube that deals with Unreal. This is not the book you want.
Amazon Verified review Amazon
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