Beginning Unreal Engine 4 Blueprints Visual Scripting
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Beginning Unreal Engine 4 Blueprints Visual Scripting

Beginning Unreal Engine 4 Blueprints Visual Scripting


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About the Book

Chapter 1: Introduction to Unreal Engine 4Chapter Goal: The reader is given a brief introduction to Unreal Engine 4 and how to get both binary version and source code version of the Engine. After installing the Engine, we will create a sample project from one of the given templates and learn about the Unreal Editor and its various settings.Sub -Topics1. Getting Unreal Engine by Epic Games Launcher2. Getting Unreal Engine from GitHub and compiling3. Getting to know more about Unreal Editor
Chapter 2: Introduction to BlueprintsChapter Goal: This is an introduction to the visual scripting language of Unreal Engine 4 called Blueprints. The reader will learn about what are Blueprints, the various types of Blueprints, and how to create and use it in a game.Sub - Topics 1. What are Blueprints?2. Blueprint types3. Creating a sample Blueprint
Chapter 3: C++ and Unreal EngineChapter Goal: C++ is a powerful language, and in Unreal Engine 4, it is of no exception. In this chapter, we will go through the basics of Unreal C++ by creating C++ classes and accessing various properties and functions in Blueprint and communicating between these two powerful tools.Sub - Topics: 1. Creating a new C++ class2. Exposing variables and functions to Blueprints3. Calling C++ functions in Blueprints
Chapter 4: Gameplay FrameworkChapter Goal: Introduction to various important gameplay classes that actually make a game. The reader will learn about how to get input from the player and show data to the user through HUD.Sub - Topics: 1. Gameplay classes2. Creating character and controller classes to get input from player3. Show relevant data to the player through user interface
Chapter 5: Basic Physics and RaycastingChapter Goal: Physics is one of the main driving forces behind any game. If you want to interact with an object in the world or to destroy something in the game world, you need raycasting and physics. In this chapter, the reader will learn how to raycast and pickup an item as well as shoot and destroy something in the world.Sub - Topics: 1. Physics and raycasting2. Using raycasting to pick up an item3. Using physics to destroy something in the game world
Chapter 6: Importing Meshes, Textures, and Creating MaterialsChapter Goal: In this chapter, readers will be introduced to the concept of materials and how to create and use them as well as creating instances to modify the material quickly. The reader will also learn how to import a custom 3D models and textures.Sub - Topics: 1. Importing meshes and textures2. Material types3. Creating material and material instances4. Modifying the material at runtime using Blueprints and C++
Chapter 7: Project: Demo GameChapter Goal: Using all the above knowledge, we will create a sample game and package it.Sub - Topics: 1. Sample game using Blueprints and C++
About the Author: Satheesh Pv is a game programmer living in Mumbai, India. He started his career as a game developer in 2012 by making a first-person multiplayer game with his brother and close friend using Unreal Development Kit and created Unreal X-Editor, which was an IDE developed for UnrealScript, the native scripting language of Unreal Engine 3. He was selected by Epic Games as one of the closed beta testers for Unreal Engine 4 before its public release. He is also a moderator at Unreal Engine forums as well as a spotlight member and Engine contributor.


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Product Details
  • ISBN-13: 9781484263952
  • Publisher: Apress
  • Publisher Imprint: Apress
  • Height: 234 mm
  • No of Pages: 165
  • Spine Width: 10 mm
  • Weight: 313 gr
  • ISBN-10: 1484263952
  • Publisher Date: 20 Dec 2020
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Sub Title: Using C++: From Beginner to Pro
  • Width: 156 mm


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