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Elevating game experiences with Unreal Engine 5 / Gonçalo Marques, Devin Sherry, David Pereira, Hammad Fozi.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Marques, Gonçalo, author.
Fozi, Hammad, author.
Pereira, David, author.
Sherry, Devin, author.
Language:
English
Subjects (All):
Computer games--Development.
Computer games.
Video games--Programming.
Video games.
Physical Description:
1 online resource (760 pages) : illustrations
Edition:
2nd ed.
Distribution:
London : Bloomsbury Publishing (UK), 2024.
Place of Publication:
Birmingham : Packt Publishing, 2022.
System Details:
text file HTML
Biography/History:
Marques Goncalo: Goncalo Marques has been an active gamer since the age of 6. He has been using Unreal Engine since 2016 and has done freelance and consulting work using the engine. Goncalo also released a free and open source plugin called UI Navigation, which has garnered an extremely positive reception with over 100, 000 downloads and is still receiving frequent updates and fixes. Thanks to the development of this plugin, he became an Epic MegaGrant recipient. He is now working at Funcom ZPX, a game studio in Lisbon that has contributed to games such as Conan Exiles, Mutant Year Zero, and Moons of Madness. Goncalo is currently working on a new Funcom game in the Dune universe. Sherry Devin: Devin Sherry is originally from Levittown, NY, located on Long Island. He studied the topics of Game Development and Game Design at the University of Advancing Technology where he had earned his Bachelor of Arts in Game Design in 2012. During his time in college, Devin worked as a game and level designer with a group of students called Autonomous Games on a real-time strategy styled, third-person shooter called The Afflicted using Unreal Engine 3/UDK where it was presented at GDC in 2013 at the GDC Play Showcase. Today, Devin works as an independent game developer located in Tempe, Arizona, where he works on personal and contracted projects. His achievements include the title Radial Impact, which can be found in the Community Contributions section of the Learn Tab of Unreal Engine 4's Launcher, and his work on his YouTube Channel, Devin Level Design, where he educates viewers on game development within Unreal Engine 3, UDK, and Unreal Engine 4. Pereira David: David Pereira started making games in 1998 when he learned how to use Clickteam's The Games Factory. He graduated in computer science from FCT-UNL, where he learned about C++, OpenGL, and DirectX, which allowed him to create more complex games. After working in IT consulting for a few years, he joined Miniclip in Portugal where he worked on popular mobile games such as 8 Ball Pool, Gravity Guy 1 and Gravity Guy 2, Extreme Skater, iStunt2, Hambo, and many others. Since then, he has been the lead developer for MPC in the John Lewis Christmas VR Experience, worked on an earlier version of Mortal Shell, and did volunteer work teaching people with Asperger's how to make games with Unreal Engine 4. Today, he's working on his own game, a soon-to-be-announced first-person action RPG. Fozi Hammad: Hammad Fozi comes from a gaming background and has been extensively working on Unreal Engine since 2017. He has been part of some very successful AAA projects such as Virtua FanCave (and Metaverse), Unnamed AAA Sci-Fi DJ Experience, Heroes and Generals, and Creed: Rise to Glory VR. Hammad has worked with teams who have had experience working at Ubisoft, Warner Bros. Games, 2K Games, and more! He has successfully helped teams consisting of 1030 people to scale to 150+ in size over his very short yet impressive career. Hammad currently works as a senior C++ game developer and has extensive experience in working with VR and augmented reality, PC/PS5/Xbox/Android/iOS/macOS game development, and Web3/Metaverse/NFT systems (within Unreal Engine).
Summary:
Immerse yourself in the Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. Elevating Game Experiences with Unreal Engine 5 will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects.
Contents:
Cover
Title Page
Copyright and Credits
Dedications
Contributors
Table of Contents
Preface
Chapter 1: Introduction to Unreal Engine
Technical requirements
Exercise 1.01 - creating an Unreal Engine 5 project
Getting to know Unreal Engine
Exploring editor windows
Viewport navigation
Manipulating Actors
Exercise 1.02 - adding and removing Actors
Understanding Blueprint Actors
Exercise 1.03 - creating Blueprint Actors
Exploring the Blueprint editor
Exploring the Event Graph window
Exercise 1.04 - creating Blueprint variables
Exercise 1.05 - creating Blueprint functions
Understanding the Multiply node
Exploring the BeginPlay and Tick events
Exercise 1.06 - offsetting the TestActor class on the Z-axis
The ThirdPersonCharacter Blueprint class
Exploring the usage of meshes and materials
Meshes
Materials
Manipulating materials in UE5
Activity 1.01 - propelling TestActor on the Z-axis indefinitely
Summary
Chapter 2: Working with Unreal Engine
Creating and setting up a blank C++ project
Exercise 2.01 - creating an empty C++ project
The Content folder's structure in Unreal Engine
Working with the Visual Studio solution
Debugging code in Visual Studio
Exercise 2.02 - debugging the Third Person template code
Importing the required assets
Exercise 2.03 - importing a character FBX file
The Unreal Game Mode class
Game Mode default classes
Gameplay events
Networking
GameModeBase versus Game Mode
Understanding levels and the Level Blueprint
The Unreal Pawn class
The Unreal Player Controller class
Exercise 2.04 - setting up the Game Mode, Player Controller, and Pawn classes
Working with animations
Animation Blueprints
Event Graph
The Anim Graph
State Machines
Transition Rules.
Blend Spaces
Activity 2.01 - linking animations to a character
Chapter 3: Character Class Components and Blueprint Setup
The Unreal Character class
Extending the C++ class with Blueprints
Chapter 4: Getting Started with Player Input
Understanding Input Actions and Contexts
Exercise 4.01 - creating the movement and jump input actions
Processing Player Input
Exercise 4.02 - listening to movement and jump input actions
Turning the camera around the character
Activity 4.01 - adding walking logic to our character
Chapter 5: Query with Line Traces
Introduction to collision
Setting up your project
Exercise 5.01: Converting DodgeballCharacter to a top-down perspective
Understanding Line Traces
Creating the EnemyCharacter C++ class
Exercise 5.02: Creating the CanSeeActor function that executes Line Traces
Visualizing the Line Trace
Exercise 5.03: Creating the LookAtActor function
Creating the EnemyCharacter Blueprint Class
Sweep Traces
Exercise 5.04: Executing a Sweep Trace
Changing the Visibility Trace Response
Multi Line Traces
The Camera Trace Channel
Exercise 5.05: Creating a custom EnemySight Trace Channel
Activity 5.01: Creating the SightSource property
Chapter 6: Setting Up Collision Objects
Understanding object collision in UE5
Understanding collision components
Understanding collision events
Understanding collision channels
Exercise 6.01 - creating the Dodgeball class
Creating Physical Materials
Exercise 6.02 - adding a ProjectileMovementComponent to DodgeballProjectile
Introducing timers
Understanding how to spawn actors.
Exercise 6.03 - adding projectile-throwing logic to the EnemyCharacter class
Creating the Wall classes
Exercise 6.04 - creating Wall classes
Creating the VictoryBox actor
Exercise 6.05 - creating the VictoryBox class
Exercise 6.06 - adding the ProjectileMovementComponent getter function to DodgeballProjectile
Activity 6.01 - replacing the SpawnActor function with SpawnActorDeferred in EnemyCharacter
Chapter 7: Working with UE5 Utilities
Good practices - loose coupling
Blueprint Function Libraries
Exercise 7.01 - moving the CanSeeActor function to the Blueprint Function Library
Actor components
Exercise 7.02 - creating the HealthComponent Actor component
Exercise 7.03 - integrating the HealthComponent Actor component
Exploring interfaces
Blueprint native events
Exercise 7.04 - creating the HealthInterface class
Activity 7.01 - moving the LookAtActor logic to an Actor component
Chapter 8: Creating User Interfaces with UMG
Game UI
UMG basics
Exercise 8.01 - creating a Widget Blueprint
Introducing anchors
Exercise 8.02 - editing UMG anchors
Exercise 8.03 - creating the RestartWidget C++ class
Exercise 8.04 - creating the logic for adding the RestartWidget class to the screen
Exercise 8.05 - setting up the DodgeballPlayerController blueprint class
Understanding progress bars
Exercise 8.06 - creating the health bar C++ logic
Activity 8.01 - improving the RestartWidget class
Chapter 9: Adding Audio-Visual Elements
Audio in UE5
Exercise 9.01 - Importing an audio file
Exercise 9.02 - Playing a sound when the dodgeball bounces off a surface
Sound attenuation
Exercise 9.03 - Turning the bounce sound into a 3D sound.
Exercise 9.04 - Adding background music to our game
Understanding Particle Systems
Exercise 9.05 - Spawning a Particle System when the dodgeball hits the player
Activity 9.01 - Playing a sound when the dodgeball hits the player
Exploring level design
Exercise 9.06 - Building a level blockout
Extra features
Chapter 10: Creating the SuperSideScroller Game
Project breakdown
The player character
Converting the Third Person template into a side-scroller
Exercise 10.01 - Creating the side-scroller project and using the Character Movement component
Activity 10.01 - Making our character jump higher
Exploring the features of our side-scroller game
Enemy character
Power-ups
Collectibles
Heads-Up Display (HUD)
Exercise 10.02 - Exploring the Persona Editor and manipulating the default mannequin skeleton weights
Activity 10.02 - Skeletal bone manipulation and animations
Understanding animations in Unreal Engine 5
Skeletons
Skeletal Meshes
Animation sequences
Exercise 10.03 - Importing and setting up the character and animation
Activity 10.03 - Importing more custom animations to preview the character running
Chapter 11: Working with Blend Space 1D, Key Bindings, and State Machines
Creating Blend Spaces
Blend Space 1D versus normal Blend Space
Exercise 11.01 - creating the CharacterMovement Blend Space 1D
Activity 11.01 - adding the Walking and Running animations to the Blend Space
The Main Character Animation Blueprint
Exercise 11.02 - adding the Blend Space to the character Animation Blueprint
What are velocity vectors?
Exercise 11.03 - passing the character's Speed variable into the Blend Space
Activity 11.02 - previewing the Running animation in-game.
Enhanced input system
Exercise 11.04 - adding input for sprinting
Exercise 11.05 - reparenting the character Blueprint
Exercise 11.06 - coding the character's sprint functionality
Activity 11.03 - implementing the throwing input
Using Animation State Machines
Exercise 11.07 - player character movement and jump state machine
Transition rules
Exercise 11.08 - adding states and transition rules to the state machine
Exercise 11.09 - The Time Remaining Ratio function
Activity 11.04 - finishing the Movement and Jumping state machines
Chapter 12: Animation Blending and Montages
Animation blending, Anim Slots, and Animation Montages
Exercise 12.01 - Setting up the Animation Montage
Animation Montages
Exercise 12.02 - Adding the Throw animation to the montage
Anim Slot Manager
Exercise 12.03 - Adding a new Anim Slot
Save Cached Pose
Exercise 12.04 - Save Cached Pose of the Movement State Machine
Layered blend per bone
Exercise 12.05 - Blending animation with the Upper Body Anim Slot
Exercise 12.06 - Previewing the Throw animation
The SuperSideScroller game enemy
Exercise 12.07 - Creating the enemy base C++ class
Exercise 12.08 - Creating and applying the enemy Animation Blueprint
Materials and Material Instances
Exercise 12.09 - Creating and applying the enemy Material Instance
Activity 12.01 - Updating Blend Weights
Chapter 13: Creating and Adding the Enemy Artificial Intelligence
Enemy AI
AI Controller
Auto Possess AI
Exercise 13.01 - implementing AI Controllers
Navigation Mesh
Exercise 13.02 - implementing a Nav Mesh Volume for the AI enemy
Recasting the Nav Mesh
Exercise 13.03 - recasting Nav Mesh Volume parameters
Activity 13.01 - creating a new level.
Behavior trees and Blackboards.
Notes:
Includes index.
ISBN:
9781803248097
1803248092
OCLC:
1346149981

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