Summary
To summarize this chapter, we first learned how to create an empty project. Then, we learned about the folder structure and how to organize files in the project directory. After that, we looked at template-based projects. We also learned how to set breakpoints in code so that we can watch variable values and debug entire objects while the game is running, which would help us find and eradicate bugs in our code.
Thereafter, we saw how Game Mode, Player Pawn, and Player Controller are relevant classes used in Unreal Engine for setting up game flows (the execution order of code), as well as how they are set up inside a project.
Finally, we transitioned toward animation basics and worked with State Machines, Blend Spaces 1D, and Animation Blueprints to make our character animate (walk/run and jump) within the game according to the keyboard input.
Throughout this chapter, we became more familiar with the powerful tools in Unreal Engine that are essential to game development. Unreal's Game Mode and its default classes are required for making any kind of game or experience in Unreal Engine. Additionally, animations bring life to your character and help add layers of immersiveness inside your games. All game studios have animations, characters, and game logic since these are the core components that drive any game. These skills will help you numerous times throughout your game development journey.
In the next chapter, we will talk about the Character
class in Unreal Engine, its components, and how to extend the class for additional setup. You'll be working on various exercises, followed by an activity.