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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

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

The animation blueprint

Any character or skeletal entity within your game, as long as it will be moving and executing animations, must have an animation blueprint to handle and manage the animation based on the set of the rules you define.

We have already discussed the process of retargeting the animations and preparing the assets in Chapter 1, Preparing for the Big Project. And we have discussed the process of creating and setting the rules for the animation blueprints in Chapter 2, Setting Up Your Warrior. Also, we have discussed blend animation and how to blend different animations in Chapter 2, Setting Up Your Warrior. I would suggest that you go ahead and build the animation blueprint and the animation setup for your character.

I will show off the setup I made for my bears. Feel free to clone it or improvise as much as you wish based on your game design and the type of enemies you have and with the knowledge you have gained from Chapter 1, Preparing for the Big Project and Chapter 2...

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