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