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Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4

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자료유형E-Book
개인저자Cordone, Rachel.
서명/저자사항Unreal Engine 4 Game Development Quick Start Guide :Programming Professional 3D Games with Unreal Engine 4.
발행사항Birmingham : Packt Publishing, Limited, 2019.
형태사항1 online resource (195 pages)
소장본 주기Master record variable field(s) change: 082, 650
ISBN1789953448
9781789953442
일반주기 Summary
내용주기Cover; Title Page; Copyright and Credits; About Packt; Contributors; Table of Contents; Preface; Chapter 1: Introduction to Unreal Engine 4; Downloading the UE; Using project templates; Initial project setup; The Unreal editor; The Content Browser; The Viewport; Viewport options; Grid and snap settings; The toolbar; World Outliner; Details and World Settings; World settings; Editor preferences; Project settings; Input settings; Installing and using plugins; Adding marketplace items to your project; Summary; Chapter 2: Programming Using Blueprints; The Blueprint window; Variables
Using variables in the Blueprint windowWorking With Object/Actor References; Casting object references; Class default variables; Functions; Local variables; Events; Overridable functions; Graphs; Components; Common components; Component events; Time for action; Creating a Blueprint from scratch; One small material change; Creating a child Blueprint; Giving our game a goal; Summary; Chapter 3: Adding C++ to a Blueprint Project; Technical requirements; Creating C++ classes in UE4; Using C++ classes in UE4; Using C++ variables in Blueprint; Using C++ functions in Blueprint
BlueprintCallable functionsBlueprintPure functions; Using out variables in C++; Using events in C++; Summary; Chapter 4: Creating HUDs and Menus Using UMG; The Widget Blueprint window; Showing Widget Blueprints in our game; Setting up an interactive menu; Commonly used widgets; The Common section; Button; Checkbox; Image; Progress Bar; Slider; Text; The Input section; ComboBox; Editable Text; The Primitive and Special Effects sections; Circular Throbber and Throbber; Background Blur; Using widget events; Widget set nodes; Variable binding; Adding widgets to other widgets
Modifying the Pickup classCreating the child widget; Creating the container widget; Adding the container to the HUD; Summary; Chapter 5: Animation Blueprints; Creating the attachment; Creating sockets on Skeletal Meshes; Spawning and attaching Actors; Animation retargeting; Setting up the source Skeleton; Setting up the target Skeleton; Retarget the animation; Adding a weapon Equip control; Modifying the Animation Blueprint; The AnimGraph; Modifying an Animation state; Summary; Chapter 6: AI with Behavior Tree and Blackboard; Creating a simple AI; Creating a Pawn for the enemy
Creating a controller for the enemy PawnAdding a Nav Mesh; Behavior Trees; Creating and running a Behavior Tree; Setting up a simple Behavior Tree; Setting up a Blackboard; Assigning the Blackboard to a Behavior Tree; Creating a Behavior Tree task; Selectors; Decorators; Services; Setting up Service in Blackboard; Summary; Chapter 7: Multiplayer Games; The client-server model; Testing a listen server; Replication; Variable replication; Event replication; Flow control in multiplayer; Actor replication; Multiplayer classes; GameMode and GameState; PlayerState, PlayerController, and Pawn
요약Unreal Engine 4 is a hugely popular game development framework. This book is a practical guide, and starts off by quickly introducing you to the Unreal Engine ecosystem. You will become familiar with its core systems and by the end of the book will have a solid knowledge base from which to get started building games.
일반주제명Computer games -- Programming.
Computer games -- Design.
언어영어
기타형태 저록Print version:Cordone, Rachel.Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4.Birmingham : Packt Publishing, Limited, 짤20199781789950687
대출바로가기http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2153725

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