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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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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

Overview of the game

The game we are going to create during the course of this book is called Bellz; it's definitely a word without a meaning. Its name came from the Hell Bells, as we are planning to put some unique bells around the maps!

The game is built with C++. While it is a C++ project, about 5% consists of necessary blueprints and other different graphs!

Bellz is a third-person RPG, where you have a mission loaded from Excel tables, weapons to use with different attributes, and evil enemies to escape from or to hunt. It looks simple, and the fact is, it is, but it holds all the needed elements to create a visually appealing AAA game. So that we stay on the same page, this game will take you step by step through the processes of:

  1. Starting a C++ project based on a blank template.
  2. Creating a player controller.
  3. Building enemies, behavior trees, and blackboards.
  4. Creating animation graphs and retargeting different animations.
  5. Loading game-required data from the design data tables.
  6. Adding camera animations and cut scenes to the game.
  7. Adding audio effects and visual effects to the game.
  8. Creating and building appealing maps.
  9. Optimizing the game as much as possible.
  10. Debugging the game performance.
  11. Packaging the game to players.

The following is a screenshot of the final game:

Overview of the game

Creating a C++ project

With the goals set, let's get started by launching the Unreal launcher. If you already have an Unreal Editor instance running, that is not a problem; just choose to make a new project from within the File menu and that will launch the proper screen of the launcher. Otherwise inside the launcher, just hit the Launch button of the editor version you want. After a few seconds of loading, the editor project selection window will appear. Do the following:

  1. Switch to the New Project tab.
  2. Under New Project, switch to the C++ subtab.
  3. Choose a Basic Code project type.
  4. Set the target to Desktop/Console as that's our target!
  5. Set the quality to Maximum Quality.
  6. Remove the starter content, it will not be useful at all.
  7. Give your project a name, but make sure to remember that name, as a lot of the code will be using it. Mine is called Bellz. I would say go ahead and name your project with the same name so you can easily follow along with the tutorial without any confusion or naming conflicts.
  8. Finally hit Create Project!
Creating a C++ project

If that was your first time creating a code project (which I guess is the case for the book's target audience), the project will take quite a time, it is not going to appear within a second like the other blueprint-based projects.

A C++-based project needs to copy some header files, build a Visual Studio solution/project (or Xcode if you are running on Mac), add the necessary code to the project, build files, inputs, the engine, and so on, and then finally run the Visual Studio command-line tool to compile and launch the project editor.

Now that you have a basic project, shall we go ahead and learn more about the C++ game project structure?

Yes!

But why?

Well, an Unreal project could increase to a crazy size at some point, especially if you are going to source-control your project using Git or SVN. You have to be wary about the space, as some free hosting services put a limit on the file type and file size you are using within your repository.

By opening the game project folder you will have these files and folders; some new files and folders might appear in the future as long as we keep adding stuff to the project. This is what I had by the end of the project:

Creating a C++ project

While the folder is full of subfolders and files, it makes much more sense to break it all down. If you understand how the project directory works, it will be easy to understand how the game director works, and how you can optimize the size of the project.

  • Binaries: This folder holds .dll files and executables that will be autogenerated during the compilation time.
  • Build: A folder for all the necessary files to build the editor or the game itself.
  • Config: A whole folder for the configuration files, basically a bunch of text files that hold a lot of the settings you set for the project and the game from within the project setting and the editor settings. You can do changes here, but it is not that easy to locate exactly what you want. However, it's a good place to search for the causes of problems.
  • Content: The Content folder hosts all the assets, blueprints, maps, Marketplace assets and any other item you use to build your game. Any folder you create inside your editor to hold some assets will end up inside the Content folder. Code files will not be included inside the content, in case your game is based on C++ not blueprints.
  • Intermediate: The majority of the files underneath this folder are temporary files, all of them being generated while building the game or the engine, which means deleting this folder's content will not affect you, as all the content will be regenerated as soon as you build.
  • Saved: The Saved folder contains lots of different saved files, some are backups that are saved every once in a while, some are autosaved copies of the assets, and other files are the save data of the game itself (saved using the save API).
  • Source: This folder contains all the game code. Any C++ classes you are going to add in the future for the project will end up in this folder.
  • PNGImage: The icon file for the project, which has the same name as the project; it is not necessary for it to represent the final build, but will be mainly used to visualize the project at the Unreal Launcher library section. Keep in mind that this image must be a square of 192 by 192 pixels. You can change it either by directly replacing it, or through the project settings.
  • SQLFile: This is an .sdf format file named with the project name; you don't have to worry that much about it, as Visual Studio will be generating a new one every time you open the solution.
  • Visual Studio solution: The Visual Studio solution for the game code has the same name as the project. You can open it directly, or you can launch it from within the Unreal Editor itself through the File menu. Keep in mind that the project options section of the File menu is very dynamic. If you have a C++-based project (such as the one we are creating) the menu will always give you two main options, the first to refresh the Visual Studio project and the second to open the Visual Studio project.
    Creating a C++ project

    But if you made a blueprint-based project, and at some point you wanted to convert it to a code file, you will find that the project options of the File menu display only one option for the Visual Studio, which is Generate Visual Studio Project.

    Creating a C++ project
  • Unreal Engine Project: An Unreal Engine project file that has the same name as the project and has the extension *.uproject. You can easily open the project using it, either by double-clicking on it or by browsing for it from the Unreal Launcher.
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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 : Jun 30, 2016
Length: 384 pages
Edition : 1st
Language : English
ISBN-13 : 9781785885228
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Epic Games
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Publication date : Jun 30, 2016
Length: 384 pages
Edition : 1st
Language : English
ISBN-13 : 9781785885228
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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

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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.
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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
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- 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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