Unreal Engine 4 game development essentials :: master the basics of Unreal Engine 4 to build stunning video games /
Annotation
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Publishing,
2016.
|
Schriftenreihe: | Community experience distilled.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Annotation |
Beschreibung: | Includes index. |
Beschreibung: | 1 online resource |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781784398453 1784398454 |
Internformat
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245 | 1 | 0 | |a Unreal Engine 4 game development essentials : |b master the basics of Unreal Engine 4 to build stunning video games / |c Satheesh PV. |
264 | 1 | |a Birmingham : |b Packt Publishing, |c 2016. | |
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520 | 8 | |a Annotation |b Master the basics of Unreal Engine 4 to build stunning video gamesAbout This Book Get to grips with the user interface of Unreal Engine 4 and find out more about its various robust features Create dream video games with the help of the different tools Unreal Engine 4 offers Create video-games and fully utilize the power of Unreal Engine 4 to bring games to life through this step-by-step guideWho This Book Is ForIf you have a basic understanding of working on a 3D environment and you are interested in video game development, then this book is for you. A solid knowledge of C++ will come in handy. What You Will Learn Download both the binary and source version of Unreal Engine 4 and get familiar with the UI Get to know more about the Material Editor and how it works Add a post process to the scene and alter it to get a unique look for your scene Acquaint yourself with the unique and exclusive feature of Unreal Engine 4Blueprints Find out more about Static and Dynamic lighting and the difference between various lights Use Matinee to create cut scenes Create a health bar for the player with the use of Unreal Motion Graphics (UMG) Get familiar with Cascade Particle EditorIn DetailUnreal Engine 4 is a complete suite of game development tools that gives you power to develop your game and seamlessly deploy it to iOS and Android devices. It can be used for the development of simple 2D games or even stunning high-end visuals. Unreal Engine features a high degree of portability and is a tool used by many game developers today. This book will introduce you to the most popular game development tool called Unreal Engine 4 with hands-on instructions for building stunning video games. You will begin by creating a new project or prototype by learning the essentials of Unreal Engine by getting familiar with the UI and Content Browser. Next, we'll import a sample asset from Autodesk 3ds max and learn more about Material Editor. After that we will learn more about Post Process. From there we will continue to learn more about Blueprints, Lights, UMG, C++ and more. Style and approachThis step-by-step guide will help you gain practical knowledge about Unreal Engine through detailed descriptions of all the tools offered by Unreal Engine. | |
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Cover -- Copyright -- Credits -- About the Author -- Acknowledgements -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Introduction to Unreal Engine 4 -- Unreal Engine 4 download -- Downloading the launcher version -- Downloading the GitHub version -- Forking Unreal Engine repository -- Compiling Unreal Engine -- Getting familiar with Unreal Engine -- The viewport toolbar -- Modes -- Content Browser -- Content Browser view options -- World outliner -- Details panel -- Navigating the Viewport -- BSP -- Creating BSP -- Default starting level, splash screen, and game icon -- Summary -- Chapter 2: Importing Assets -- Creating asset in a DCC application -- Creating collision meshes -- Custom collision shapes -- Unreal Engine 4 collision generator -- Simple shapes -- K-DOP shapes -- Auto convex collision -- Materials -- LOD -- Exporting and importing -- Exporting -- Importing -- Context menu -- Drag and drop -- Content Browser import -- Automatic import -- Configuring automatic import -- Result -- Summary -- Chapter 3: Materials -- Material user interface -- Toolbar -- Live preview -- Live nodes -- Live update -- Preview panel -- Details panel -- Graph panel -- Palette panel -- Common material expressions -- Constant -- Constant2Vector -- Constant3Vector -- Texture coordinate (TexCoord) -- Multiply -- Add -- Divide -- Subtract -- Texture sample (Texture2D) -- Component mask -- Linear interpolate (lerp) -- Power -- PixelDepth -- Desaturation -- Time -- Fresnel -- Material types -- Material instances -- Material Instance Constant -- Material Instance Constant example -- Material functions -- Material function example -- Summary -- Chapter 4: Post Process -- Adding Post Process -- LUT -- Post Process Materials -- Creating a Post Process Material -- Summary -- Chapter 5: Lights -- Lighting basics -- Placing lights. | |
505 | 8 | |a Various lights -- Common light settings -- Light mobility -- Lightmass Global Illumination -- Preparing your assets for precomputed lighting -- Building a scene with Lightmass -- Tweaking Lightmass settings -- Summary -- Chapter 6: Blueprints -- Different Blueprint types -- Getting familiar with the Blueprint user interface -- Components tab -- What are components? -- Adding a component -- Transforming the component -- Adding events for components -- My Blueprints tab -- Creation buttons -- Searching in my Blueprint -- Categorizing in My Blueprint -- Toolbar -- Graph editor -- Details panel -- Blueprint graph types -- Function graph -- Creating functions -- Graph settings -- Editing functions -- Macro graph -- Interface graph -- Blueprint node references -- Node colors -- Variables -- Math expression -- Creating our first Blueprint class -- Creating a new Blueprint -- Spinning static mesh -- Destroying our Blueprint Actor after some seconds -- Spawning our Blueprint class in Level Blueprint -- Summary -- Chapter 7: Matinee -- Creating a new Matinee -- Matinee window -- Manipulating an object -- Cutscene camera -- Director group -- Summary -- Chapter 8: Unreal Motion Graphics -- Setting up a project -- Creating the HUD Widget -- Creating the health bar -- Assigning our HUD to Character -- Creating floating health bars -- Summary -- Chapter 9: Particles -- Cascade particle editor -- Toolbar -- Viewport -- Navigation -- Details -- Emitter -- Emitter types -- Curve editor -- Creating a simple particle system -- Creating a simple material -- Adding gravity -- Applying the color over life module -- Adding collision module -- Playing particle in Blueprints -- Summary -- Chapter 10: Introduction to Unreal C++ -- Setting up Visual Studio 2015 -- Workflow improvements -- Creating a C++ project -- The character class -- Adding the health system. | |
505 | 8 | |a C++ to Blueprint -- Summary -- Chapter 11: Packaging Project -- Recap -- Packaging the project -- Quick packaging -- Packaging the release version -- Summary -- References -- Index. | |
650 | 0 | |a Unreal Engine (Computer game engine) | |
650 | 0 | |a UnrealScript (Computer program language) |0 http://id.loc.gov/authorities/subjects/sh2006006642 | |
650 | 0 | |a Video games |x Design. | |
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 6 | |a UnrealScript (Langage de programmation) | |
650 | 6 | |a Jeux vidéo |x Conception. | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
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650 | 7 | |a Computer games |x Design |2 fast | |
650 | 7 | |a Video games |x Programming |2 fast | |
650 | 7 | |a UnrealScript (Computer program language) |2 fast | |
650 | 7 | |a Video games |x Design |2 fast | |
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author | Satheesh, P. V. |
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bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
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contents | Cover -- Copyright -- Credits -- About the Author -- Acknowledgements -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Introduction to Unreal Engine 4 -- Unreal Engine 4 download -- Downloading the launcher version -- Downloading the GitHub version -- Forking Unreal Engine repository -- Compiling Unreal Engine -- Getting familiar with Unreal Engine -- The viewport toolbar -- Modes -- Content Browser -- Content Browser view options -- World outliner -- Details panel -- Navigating the Viewport -- BSP -- Creating BSP -- Default starting level, splash screen, and game icon -- Summary -- Chapter 2: Importing Assets -- Creating asset in a DCC application -- Creating collision meshes -- Custom collision shapes -- Unreal Engine 4 collision generator -- Simple shapes -- K-DOP shapes -- Auto convex collision -- Materials -- LOD -- Exporting and importing -- Exporting -- Importing -- Context menu -- Drag and drop -- Content Browser import -- Automatic import -- Configuring automatic import -- Result -- Summary -- Chapter 3: Materials -- Material user interface -- Toolbar -- Live preview -- Live nodes -- Live update -- Preview panel -- Details panel -- Graph panel -- Palette panel -- Common material expressions -- Constant -- Constant2Vector -- Constant3Vector -- Texture coordinate (TexCoord) -- Multiply -- Add -- Divide -- Subtract -- Texture sample (Texture2D) -- Component mask -- Linear interpolate (lerp) -- Power -- PixelDepth -- Desaturation -- Time -- Fresnel -- Material types -- Material instances -- Material Instance Constant -- Material Instance Constant example -- Material functions -- Material function example -- Summary -- Chapter 4: Post Process -- Adding Post Process -- LUT -- Post Process Materials -- Creating a Post Process Material -- Summary -- Chapter 5: Lights -- Lighting basics -- Placing lights. Various lights -- Common light settings -- Light mobility -- Lightmass Global Illumination -- Preparing your assets for precomputed lighting -- Building a scene with Lightmass -- Tweaking Lightmass settings -- Summary -- Chapter 6: Blueprints -- Different Blueprint types -- Getting familiar with the Blueprint user interface -- Components tab -- What are components? -- Adding a component -- Transforming the component -- Adding events for components -- My Blueprints tab -- Creation buttons -- Searching in my Blueprint -- Categorizing in My Blueprint -- Toolbar -- Graph editor -- Details panel -- Blueprint graph types -- Function graph -- Creating functions -- Graph settings -- Editing functions -- Macro graph -- Interface graph -- Blueprint node references -- Node colors -- Variables -- Math expression -- Creating our first Blueprint class -- Creating a new Blueprint -- Spinning static mesh -- Destroying our Blueprint Actor after some seconds -- Spawning our Blueprint class in Level Blueprint -- Summary -- Chapter 7: Matinee -- Creating a new Matinee -- Matinee window -- Manipulating an object -- Cutscene camera -- Director group -- Summary -- Chapter 8: Unreal Motion Graphics -- Setting up a project -- Creating the HUD Widget -- Creating the health bar -- Assigning our HUD to Character -- Creating floating health bars -- Summary -- Chapter 9: Particles -- Cascade particle editor -- Toolbar -- Viewport -- Navigation -- Details -- Emitter -- Emitter types -- Curve editor -- Creating a simple particle system -- Creating a simple material -- Adding gravity -- Applying the color over life module -- Adding collision module -- Playing particle in Blueprints -- Summary -- Chapter 10: Introduction to Unreal C++ -- Setting up Visual Studio 2015 -- Workflow improvements -- Creating a C++ project -- The character class -- Adding the health system. C++ to Blueprint -- Summary -- Chapter 11: Packaging Project -- Recap -- Packaging the project -- Quick packaging -- Packaging the release version -- Summary -- References -- Index. |
ctrlnum | (OCoLC)942843802 |
dewey-full | 794.81526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81526 |
dewey-search | 794.81526 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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A solid knowledge of C++ will come in handy. What You Will Learn Download both the binary and source version of Unreal Engine 4 and get familiar with the UI Get to know more about the Material Editor and how it works Add a post process to the scene and alter it to get a unique look for your scene Acquaint yourself with the unique and exclusive feature of Unreal Engine 4Blueprints Find out more about Static and Dynamic lighting and the difference between various lights Use Matinee to create cut scenes Create a health bar for the player with the use of Unreal Motion Graphics (UMG) Get familiar with Cascade Particle EditorIn DetailUnreal Engine 4 is a complete suite of game development tools that gives you power to develop your game and seamlessly deploy it to iOS and Android devices. It can be used for the development of simple 2D games or even stunning high-end visuals. Unreal Engine features a high degree of portability and is a tool used by many game developers today. This book will introduce you to the most popular game development tool called Unreal Engine 4 with hands-on instructions for building stunning video games. You will begin by creating a new project or prototype by learning the essentials of Unreal Engine by getting familiar with the UI and Content Browser. Next, we'll import a sample asset from Autodesk 3ds max and learn more about Material Editor. After that we will learn more about Post Process. From there we will continue to learn more about Blueprints, Lights, UMG, C++ and more. Style and approachThis step-by-step guide will help you gain practical knowledge about Unreal Engine through detailed descriptions of all the tools offered by Unreal Engine.</subfield></datafield><datafield tag="504" ind1=" " ind2=" "><subfield code="a">Includes bibliographical references and index.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Cover -- Copyright -- Credits -- About the Author -- Acknowledgements -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Introduction to Unreal Engine 4 -- Unreal Engine 4 download -- Downloading the launcher version -- Downloading the GitHub version -- Forking Unreal Engine repository -- Compiling Unreal Engine -- Getting familiar with Unreal Engine -- The viewport toolbar -- Modes -- Content Browser -- Content Browser view options -- World outliner -- Details panel -- Navigating the Viewport -- BSP -- Creating BSP -- Default starting level, splash screen, and game icon -- 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example -- Material functions -- Material function example -- Summary -- Chapter 4: Post Process -- Adding Post Process -- LUT -- Post Process Materials -- Creating a Post Process Material -- Summary -- Chapter 5: Lights -- Lighting basics -- Placing lights.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Various lights -- Common light settings -- Light mobility -- Lightmass Global Illumination -- Preparing your assets for precomputed lighting -- Building a scene with Lightmass -- Tweaking Lightmass settings -- Summary -- Chapter 6: Blueprints -- Different Blueprint types -- Getting familiar with the Blueprint user interface -- Components tab -- What are components? -- Adding a component -- Transforming the component -- Adding events for components -- My Blueprints tab -- Creation buttons -- Searching in my Blueprint -- Categorizing in My Blueprint -- Toolbar -- Graph editor -- Details panel -- Blueprint graph types -- Function graph -- Creating 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id | ZDB-4-EBA-ocn942843802 |
illustrated | Not Illustrated |
indexdate | 2024-11-27T13:27:04Z |
institution | BVB |
isbn | 9781784398453 1784398454 |
language | English |
oclc_num | 942843802 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource |
psigel | ZDB-4-EBA |
publishDate | 2016 |
publishDateSearch | 2016 |
publishDateSort | 2016 |
publisher | Packt Publishing, |
record_format | marc |
series | Community experience distilled. |
series2 | Community experience distilled |
spelling | Satheesh, P. V., author. Unreal Engine 4 game development essentials : master the basics of Unreal Engine 4 to build stunning video games / Satheesh PV. Birmingham : Packt Publishing, 2016. 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier text file Community experience distilled Online resource; title from PDF title page (EBSCO, viewed March 17, 2016). Includes index. Annotation Master the basics of Unreal Engine 4 to build stunning video gamesAbout This Book Get to grips with the user interface of Unreal Engine 4 and find out more about its various robust features Create dream video games with the help of the different tools Unreal Engine 4 offers Create video-games and fully utilize the power of Unreal Engine 4 to bring games to life through this step-by-step guideWho This Book Is ForIf you have a basic understanding of working on a 3D environment and you are interested in video game development, then this book is for you. A solid knowledge of C++ will come in handy. What You Will Learn Download both the binary and source version of Unreal Engine 4 and get familiar with the UI Get to know more about the Material Editor and how it works Add a post process to the scene and alter it to get a unique look for your scene Acquaint yourself with the unique and exclusive feature of Unreal Engine 4Blueprints Find out more about Static and Dynamic lighting and the difference between various lights Use Matinee to create cut scenes Create a health bar for the player with the use of Unreal Motion Graphics (UMG) Get familiar with Cascade Particle EditorIn DetailUnreal Engine 4 is a complete suite of game development tools that gives you power to develop your game and seamlessly deploy it to iOS and Android devices. It can be used for the development of simple 2D games or even stunning high-end visuals. Unreal Engine features a high degree of portability and is a tool used by many game developers today. This book will introduce you to the most popular game development tool called Unreal Engine 4 with hands-on instructions for building stunning video games. You will begin by creating a new project or prototype by learning the essentials of Unreal Engine by getting familiar with the UI and Content Browser. Next, we'll import a sample asset from Autodesk 3ds max and learn more about Material Editor. After that we will learn more about Post Process. From there we will continue to learn more about Blueprints, Lights, UMG, C++ and more. Style and approachThis step-by-step guide will help you gain practical knowledge about Unreal Engine through detailed descriptions of all the tools offered by Unreal Engine. Includes bibliographical references and index. Cover -- Copyright -- Credits -- About the Author -- Acknowledgements -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Introduction to Unreal Engine 4 -- Unreal Engine 4 download -- Downloading the launcher version -- Downloading the GitHub version -- Forking Unreal Engine repository -- Compiling Unreal Engine -- Getting familiar with Unreal Engine -- The viewport toolbar -- Modes -- Content Browser -- Content Browser view options -- World outliner -- Details panel -- Navigating the Viewport -- BSP -- Creating BSP -- Default starting level, splash screen, and game icon -- Summary -- Chapter 2: Importing Assets -- Creating asset in a DCC application -- Creating collision meshes -- Custom collision shapes -- Unreal Engine 4 collision generator -- Simple shapes -- K-DOP shapes -- Auto convex collision -- Materials -- LOD -- Exporting and importing -- Exporting -- Importing -- Context menu -- Drag and drop -- Content Browser import -- Automatic import -- Configuring automatic import -- Result -- Summary -- Chapter 3: Materials -- Material user interface -- Toolbar -- Live preview -- Live nodes -- Live update -- Preview panel -- Details panel -- Graph panel -- Palette panel -- Common material expressions -- Constant -- Constant2Vector -- Constant3Vector -- Texture coordinate (TexCoord) -- Multiply -- Add -- Divide -- Subtract -- Texture sample (Texture2D) -- Component mask -- Linear interpolate (lerp) -- Power -- PixelDepth -- Desaturation -- Time -- Fresnel -- Material types -- Material instances -- Material Instance Constant -- Material Instance Constant example -- Material functions -- Material function example -- Summary -- Chapter 4: Post Process -- Adding Post Process -- LUT -- Post Process Materials -- Creating a Post Process Material -- Summary -- Chapter 5: Lights -- Lighting basics -- Placing lights. Various lights -- Common light settings -- Light mobility -- Lightmass Global Illumination -- Preparing your assets for precomputed lighting -- Building a scene with Lightmass -- Tweaking Lightmass settings -- Summary -- Chapter 6: Blueprints -- Different Blueprint types -- Getting familiar with the Blueprint user interface -- Components tab -- What are components? -- Adding a component -- Transforming the component -- Adding events for components -- My Blueprints tab -- Creation buttons -- Searching in my Blueprint -- Categorizing in My Blueprint -- Toolbar -- Graph editor -- Details panel -- Blueprint graph types -- Function graph -- Creating functions -- Graph settings -- Editing functions -- Macro graph -- Interface graph -- Blueprint node references -- Node colors -- Variables -- Math expression -- Creating our first Blueprint class -- Creating a new Blueprint -- Spinning static mesh -- Destroying our Blueprint Actor after some seconds -- Spawning our Blueprint class in Level Blueprint -- Summary -- Chapter 7: Matinee -- Creating a new Matinee -- Matinee window -- Manipulating an object -- Cutscene camera -- Director group -- Summary -- Chapter 8: Unreal Motion Graphics -- Setting up a project -- Creating the HUD Widget -- Creating the health bar -- Assigning our HUD to Character -- Creating floating health bars -- Summary -- Chapter 9: Particles -- Cascade particle editor -- Toolbar -- Viewport -- Navigation -- Details -- Emitter -- Emitter types -- Curve editor -- Creating a simple particle system -- Creating a simple material -- Adding gravity -- Applying the color over life module -- Adding collision module -- Playing particle in Blueprints -- Summary -- Chapter 10: Introduction to Unreal C++ -- Setting up Visual Studio 2015 -- Workflow improvements -- Creating a C++ project -- The character class -- Adding the health system. C++ to Blueprint -- Summary -- Chapter 11: Packaging Project -- Recap -- Packaging the project -- Quick packaging -- Packaging the release version -- Summary -- References -- Index. Unreal Engine (Computer game engine) UnrealScript (Computer program language) http://id.loc.gov/authorities/subjects/sh2006006642 Video games Design. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 UnrealScript (Langage de programmation) Jeux vidéo Conception. Jeux vidéo Programmation. GAMES Video & Electronic. bisacsh Computer games Design fast Video games Programming fast UnrealScript (Computer program language) fast Video games Design fast has work: Unreal Engine 4 game development essentials (Text) https://id.oclc.org/worldcat/entity/E39PCFQM3R4VXDwJxYYCM3MycX https://id.oclc.org/worldcat/ontology/hasWork Print version: Druck-Ausgabe Community experience distilled. http://id.loc.gov/authorities/names/no2011030603 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1191136 Volltext |
spellingShingle | Satheesh, P. V. Unreal Engine 4 game development essentials : master the basics of Unreal Engine 4 to build stunning video games / Community experience distilled. Cover -- Copyright -- Credits -- About the Author -- Acknowledgements -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Introduction to Unreal Engine 4 -- Unreal Engine 4 download -- Downloading the launcher version -- Downloading the GitHub version -- Forking Unreal Engine repository -- Compiling Unreal Engine -- Getting familiar with Unreal Engine -- The viewport toolbar -- Modes -- Content Browser -- Content Browser view options -- World outliner -- Details panel -- Navigating the Viewport -- BSP -- Creating BSP -- Default starting level, splash screen, and game icon -- Summary -- Chapter 2: Importing Assets -- Creating asset in a DCC application -- Creating collision meshes -- Custom collision shapes -- Unreal Engine 4 collision generator -- Simple shapes -- K-DOP shapes -- Auto convex collision -- Materials -- LOD -- Exporting and importing -- Exporting -- Importing -- Context menu -- Drag and drop -- Content Browser import -- Automatic import -- Configuring automatic import -- Result -- Summary -- Chapter 3: Materials -- Material user interface -- Toolbar -- Live preview -- Live nodes -- Live update -- Preview panel -- Details panel -- Graph panel -- Palette panel -- Common material expressions -- Constant -- Constant2Vector -- Constant3Vector -- Texture coordinate (TexCoord) -- Multiply -- Add -- Divide -- Subtract -- Texture sample (Texture2D) -- Component mask -- Linear interpolate (lerp) -- Power -- PixelDepth -- Desaturation -- Time -- Fresnel -- Material types -- Material instances -- Material Instance Constant -- Material Instance Constant example -- Material functions -- Material function example -- Summary -- Chapter 4: Post Process -- Adding Post Process -- LUT -- Post Process Materials -- Creating a Post Process Material -- Summary -- Chapter 5: Lights -- Lighting basics -- Placing lights. Various lights -- Common light settings -- Light mobility -- Lightmass Global Illumination -- Preparing your assets for precomputed lighting -- Building a scene with Lightmass -- Tweaking Lightmass settings -- Summary -- Chapter 6: Blueprints -- Different Blueprint types -- Getting familiar with the Blueprint user interface -- Components tab -- What are components? -- Adding a component -- Transforming the component -- Adding events for components -- My Blueprints tab -- Creation buttons -- Searching in my Blueprint -- Categorizing in My Blueprint -- Toolbar -- Graph editor -- Details panel -- Blueprint graph types -- Function graph -- Creating functions -- Graph settings -- Editing functions -- Macro graph -- Interface graph -- Blueprint node references -- Node colors -- Variables -- Math expression -- Creating our first Blueprint class -- Creating a new Blueprint -- Spinning static mesh -- Destroying our Blueprint Actor after some seconds -- Spawning our Blueprint class in Level Blueprint -- Summary -- Chapter 7: Matinee -- Creating a new Matinee -- Matinee window -- Manipulating an object -- Cutscene camera -- Director group -- Summary -- Chapter 8: Unreal Motion Graphics -- Setting up a project -- Creating the HUD Widget -- Creating the health bar -- Assigning our HUD to Character -- Creating floating health bars -- Summary -- Chapter 9: Particles -- Cascade particle editor -- Toolbar -- Viewport -- Navigation -- Details -- Emitter -- Emitter types -- Curve editor -- Creating a simple particle system -- Creating a simple material -- Adding gravity -- Applying the color over life module -- Adding collision module -- Playing particle in Blueprints -- Summary -- Chapter 10: Introduction to Unreal C++ -- Setting up Visual Studio 2015 -- Workflow improvements -- Creating a C++ project -- The character class -- Adding the health system. C++ to Blueprint -- Summary -- Chapter 11: Packaging Project -- Recap -- Packaging the project -- Quick packaging -- Packaging the release version -- Summary -- References -- Index. Unreal Engine (Computer game engine) UnrealScript (Computer program language) http://id.loc.gov/authorities/subjects/sh2006006642 Video games Design. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 UnrealScript (Langage de programmation) Jeux vidéo Conception. Jeux vidéo Programmation. GAMES Video & Electronic. bisacsh Computer games Design fast Video games Programming fast UnrealScript (Computer program language) fast Video games Design fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh2006006642 http://id.loc.gov/authorities/subjects/sh95003476 |
title | Unreal Engine 4 game development essentials : master the basics of Unreal Engine 4 to build stunning video games / |
title_auth | Unreal Engine 4 game development essentials : master the basics of Unreal Engine 4 to build stunning video games / |
title_exact_search | Unreal Engine 4 game development essentials : master the basics of Unreal Engine 4 to build stunning video games / |
title_full | Unreal Engine 4 game development essentials : master the basics of Unreal Engine 4 to build stunning video games / Satheesh PV. |
title_fullStr | Unreal Engine 4 game development essentials : master the basics of Unreal Engine 4 to build stunning video games / Satheesh PV. |
title_full_unstemmed | Unreal Engine 4 game development essentials : master the basics of Unreal Engine 4 to build stunning video games / Satheesh PV. |
title_short | Unreal Engine 4 game development essentials : |
title_sort | unreal engine 4 game development essentials master the basics of unreal engine 4 to build stunning video games |
title_sub | master the basics of Unreal Engine 4 to build stunning video games / |
topic | Unreal Engine (Computer game engine) UnrealScript (Computer program language) http://id.loc.gov/authorities/subjects/sh2006006642 Video games Design. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 UnrealScript (Langage de programmation) Jeux vidéo Conception. Jeux vidéo Programmation. GAMES Video & Electronic. bisacsh Computer games Design fast Video games Programming fast UnrealScript (Computer program language) fast Video games Design fast |
topic_facet | Unreal Engine (Computer game engine) UnrealScript (Computer program language) Video games Design. Video games Programming. UnrealScript (Langage de programmation) Jeux vidéo Conception. Jeux vidéo Programmation. GAMES Video & Electronic. Computer games Design Video games Programming Video games Design |
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work_keys_str_mv | AT satheeshpv unrealengine4gamedevelopmentessentialsmasterthebasicsofunrealengine4tobuildstunningvideogames |