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Beginning Unreal Engine 4 Blueprints Visual Scripting: Using C++: From Beginner to Pro

ISBN-13: 9781484263952 / Angielski / Miękka / 2020 / 165 str.

Satheesh Pv
Beginning Unreal Engine 4 Blueprints Visual Scripting: Using C++: From Beginner to Pro Satheesh Pv 9781484263952 Apress - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Beginning Unreal Engine 4 Blueprints Visual Scripting: Using C++: From Beginner to Pro

ISBN-13: 9781484263952 / Angielski / Miękka / 2020 / 165 str.

Satheesh Pv
cena 210,17
(netto: 200,16 VAT:  5%)

Najniższa cena z 30 dni: 208,44
Termin realizacji zamówienia:
ok. 16-18 dni roboczych.

Darmowa dostawa!

Beginner User Level

Kategorie:
Informatyka, Bazy danych
Kategorie BISAC:
Computers > Programming - Games
Computers > Software Development & Engineering - Systems Analysis & Design
Wydawca:
Apress
Język:
Angielski
ISBN-13:
9781484263952
Rok wydania:
2020
Ilość stron:
165
Waga:
0.26 kg
Wymiary:
23.39 x 15.6 x 0.97
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Wydanie ilustrowane

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++

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.

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, you’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, you’ll be equipped with the know-how and techniques needed to develop and deploy your very own game in Unreal Engine. 

You will:

  • 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



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