Unreal Engine 4 Game Development Quick Start Guide :: Programming Professional 3D Games with Unreal Engine 4.
Unreal 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 start...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Publishing, Limited,
2019.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Unreal 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. |
Beschreibung: | Summary |
Beschreibung: | 1 online resource (195 pages) |
Bibliographie: | Includes bibliographical references. |
ISBN: | 1789953448 9781789953442 |
Internformat
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049 | |a MAIN | ||
100 | 1 | |a Cordone, Rachel. | |
245 | 1 | 0 | |a Unreal Engine 4 Game Development Quick Start Guide : |b Programming Professional 3D Games with Unreal Engine 4. |
260 | |a Birmingham : |b Packt Publishing, Limited, |c 2019. | ||
300 | |a 1 online resource (195 pages) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
588 | 0 | |a Print version record. | |
505 | 0 | |a Cover; 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 | |
505 | 8 | |a 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 | |
505 | 8 | |a 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 | |
505 | 8 | |a 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 | |
505 | 8 | |a 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 | |
500 | |a Summary | ||
520 | |a Unreal 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. | ||
504 | |a Includes bibliographical references. | ||
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 0 | |a Video games |x Design. |0 http://id.loc.gov/authorities/subjects/sh2006004108 | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 6 | |a Jeux vidéo |x Conception. | |
650 | 7 | |a Algorithms & data structures. |2 bicssc | |
650 | 7 | |a Games development & programming. |2 bicssc | |
650 | 7 | |a Graphical & digital media applications. |2 bicssc | |
650 | 7 | |a Computers |x Programming |x Games. |2 bisacsh | |
650 | 7 | |a Computers |x Programming |x Algorithms. |2 bisacsh | |
650 | 7 | |a Computers |x Digital Media |x Graphics Applications. |2 bisacsh | |
650 | 7 | |a Computer games |x Design |2 fast | |
650 | 7 | |a Video games |x Programming |2 fast | |
758 | |i has work: |a Unreal Engine 4 Game Development Quick Start Guide (Work) |1 https://id.oclc.org/worldcat/entity/E39PCXWBv3ww3ChBXMFJm3Dbr3 |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |a Cordone, Rachel. |t Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4. |d Birmingham : Packt Publishing, Limited, ©2019 |z 9781789950687 |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-on1104083413 |
---|---|
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adam_text | |
any_adam_object | |
author | Cordone, Rachel |
author_facet | Cordone, Rachel |
author_role | |
author_sort | Cordone, Rachel |
author_variant | r c rc |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.7 .C673 2019 |
callnumber-search | QA76.7 .C673 2019 |
callnumber-sort | QA 276.7 C673 42019 |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
contents | Cover; 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 |
ctrlnum | (OCoLC)1104083413 |
dewey-full | 005.13 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 005 - Computer programming, programs, data, security |
dewey-raw | 005.13 |
dewey-search | 005.13 |
dewey-sort | 15.13 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
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id | ZDB-4-EBA-on1104083413 |
illustrated | Not Illustrated |
indexdate | 2024-11-27T13:29:30Z |
institution | BVB |
isbn | 1789953448 9781789953442 |
language | English |
oclc_num | 1104083413 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
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physical | 1 online resource (195 pages) |
psigel | ZDB-4-EBA |
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publisher | Packt Publishing, Limited, |
record_format | marc |
spelling | Cordone, Rachel. Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4. Birmingham : Packt Publishing, Limited, 2019. 1 online resource (195 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier Print version record. Cover; 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 Summary Unreal 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. Includes bibliographical references. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 Jeux vidéo Programmation. Jeux vidéo Conception. Algorithms & data structures. bicssc Games development & programming. bicssc Graphical & digital media applications. bicssc Computers Programming Games. bisacsh Computers Programming Algorithms. bisacsh Computers Digital Media Graphics Applications. bisacsh Computer games Design fast Video games Programming fast has work: Unreal Engine 4 Game Development Quick Start Guide (Work) https://id.oclc.org/worldcat/entity/E39PCXWBv3ww3ChBXMFJm3Dbr3 https://id.oclc.org/worldcat/ontology/hasWork Print version: Cordone, Rachel. Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4. Birmingham : Packt Publishing, Limited, ©2019 9781789950687 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2153725 Volltext |
spellingShingle | Cordone, Rachel Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4. Cover; 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 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 Jeux vidéo Programmation. Jeux vidéo Conception. Algorithms & data structures. bicssc Games development & programming. bicssc Graphical & digital media applications. bicssc Computers Programming Games. bisacsh Computers Programming Algorithms. bisacsh Computers Digital Media Graphics Applications. bisacsh Computer games Design fast Video games Programming fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95003476 http://id.loc.gov/authorities/subjects/sh2006004108 |
title | Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4. |
title_auth | Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4. |
title_exact_search | Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4. |
title_full | Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4. |
title_fullStr | Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4. |
title_full_unstemmed | Unreal Engine 4 Game Development Quick Start Guide : Programming Professional 3D Games with Unreal Engine 4. |
title_short | Unreal Engine 4 Game Development Quick Start Guide : |
title_sort | unreal engine 4 game development quick start guide programming professional 3d games with unreal engine 4 |
title_sub | Programming Professional 3D Games with Unreal Engine 4. |
topic | Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 Jeux vidéo Programmation. Jeux vidéo Conception. Algorithms & data structures. bicssc Games development & programming. bicssc Graphical & digital media applications. bicssc Computers Programming Games. bisacsh Computers Programming Algorithms. bisacsh Computers Digital Media Graphics Applications. bisacsh Computer games Design fast Video games Programming fast |
topic_facet | Video games Programming. Video games Design. Jeux vidéo Programmation. Jeux vidéo Conception. Algorithms & data structures. Games development & programming. Graphical & digital media applications. Computers Programming Games. Computers Programming Algorithms. Computers Digital Media Graphics Applications. Computer games Design Video games Programming |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2153725 |
work_keys_str_mv | AT cordonerachel unrealengine4gamedevelopmentquickstartguideprogrammingprofessional3dgameswithunrealengine4 |