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Beginning Unreal Engine 4 Blueprints Visual Scripting - Pv, Satheesh

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      Présentation Beginning Unreal Engine 4 Blueprints Visual Scripting Format Broché

       - Livre Informatique

      Livre Informatique - Pv, Satheesh - 01/11/2020 - Broché - Langue : Anglais

      Auteur(s) : Pv, SatheeshEditeur : Apress L.P.Langue : AnglaisParution : 01/11/2020Format : Moyen, de 350g à 1kgNombre de pages : 180Expédition : 283Dimensions : 23.5 x 15.5 x 1.1 ...

    • Auteur(s) : Pv, Satheesh
    • Editeur : Apress L.P.
    • Langue : Anglais
    • Parution : 01/11/2020
    • Format : Moyen, de 350g à 1kg
    • Nombre de pages : 180
    • Expédition : 283
    • Dimensions : 23.5 x 15.5 x 1.1
    • Résumé :
      Discover how Unreal Engine 4 allows you to create exciting games using C++ and Blueprints. This book starts with installing, launching, and examining the details of Unreal Engine. Next, you will learn about Blueprints and C++ and how to leverage them. The following chapters talk in detail about gameplay, basic physics, and ray-casting for game development in Unreal Engine. Furthermore, yo?ll create material, meshes, and textures. The last chapter brings all the concepts together by building a demo game. By the end of the book, yo?ll be equipped with the know-how and techniques needed to develop and deploy your very own game in Unreal Engine. What You Will Learn Discover Blueprints and how to apply them in Unreal Engine 4 Get started with C++ programming in Unreal Engine 4 Apply the concepts of physics and ray-casting Work with the Gameplay Framework Who This Book Is For Beginners interested in learning Blueprints visual scripting and C++ for programming games in Unreal Engine 4 would find this book useful.

      Biographie:
      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.

      Sommaire:

      Chapter 1: Introduction to Unreal Engine 4
      Chapter 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 -Topics
      1. Getting Unreal Engine by Epic Games Launcher
      2. Getting Unreal Engine from GitHub and compiling
      3. Getting to know more about Unreal Editor
      Chapter 2: Introduction to Blueprints
      Chapter 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 types
      3. Creating a sample Blueprint
      Chapter 3: C++ and Unreal Engine
      Chapter 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++ class
      2. Exposing variables and functions to Blueprints
      3. Calling C++ functions in Blueprints
      Chapter 4: Gameplay Framework
      Chapter 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 classes
      2. Creating character and controller classes to get input from player
      3. Show relevant data to the player through user interface
      Chapter 5: Basic Physics and Raycasting
      Chapter 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 raycasting
      2. Using raycasting to pick up an item
      3. Using physics to destroy something in the game world
      Chapter 6: Importing Meshes, Textures, and Creating Materials
      Chapter 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 textures
      2. Material types
      3. Creating material and material instances
      4. Modifying the material at runtime using Blueprints and C++
      Chapter 7: Project: Demo Game
      Chapter Goal: Using all the above knowledge, we will create a sample game and package it.
      Sub - Topics:
      1. Sample game using Blueprints and C++

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