Game Development Projects with Unreal Engine :: Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++.
Start with the fundamentals of UE4 and progressively build your knowledge and skills through several easy-to-follow projects. Take a hands-on approach to equip yourself with the tools needed to develop your own high-quality, immersive games.
Gespeichert in:
1. Verfasser: | |
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Weitere Verfasser: | , , |
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Publishing, Limited,
2020.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Start with the fundamentals of UE4 and progressively build your knowledge and skills through several easy-to-follow projects. Take a hands-on approach to equip yourself with the tools needed to develop your own high-quality, immersive games. |
Beschreibung: | Exercise 5.02: Creating the CanSeeActor Function, Which Executes Line Traces. |
Beschreibung: | 1 online resource (823 pages) |
ISBN: | 9781800203488 1800203489 |
Internformat
MARC
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245 | 1 | 0 | |a Game Development Projects with Unreal Engine : |b Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++. |
260 | |a Birmingham : |b Packt Publishing, Limited, |c 2020. | ||
300 | |a 1 online resource (823 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 -- FM -- Copyright -- Table of Contents -- Preface -- Chapter 1: Unreal Engine Introduction -- Introduction -- Exercise 1.01: Creating an Unreal Engine 4 Project -- Getting to Know Unreal -- Editor Windows -- Viewport Navigation -- Manipulating Actors -- Exercise 1.02: Adding and Removing Actors -- Blueprint Actors -- Exercise 1.03: Creating Blueprint Actors -- The Blueprint Editor -- Event Graph -- Exercise 1.04: Creating Blueprint Variables -- Exercise 1.05: Creating Blueprint Functions -- The Float Multiplication Node -- BeginPlay and Tick | |
505 | 8 | |a Exercise 1.06: Offsetting the TestActor Class on the Z Axis -- ThirdPersonCharacter Blueprint Class -- Meshes and Materials -- Meshes -- Materials -- Manipulating Materials in UE4 -- Activity 1.01: Propelling TestActor on the Z Axis Indefinitely -- Summary -- Chapter 2: Working with Unreal Engine -- Introduction -- Creating and Setting Up a Blank C++ Project -- Exercise 2.01: Creating an Empty C++ Project -- Content Folder Structure in Unreal Engine -- Working with the Visual Studio Solution -- Solution Analysis -- The Engine Project -- Game Project -- Debugging Code in Visual Studio | |
505 | 8 | |a Exercise 2.02: Debugging the Third Person Template Code -- Importing the Required Assets -- Exercise 2.03: Importing a Character FBX File -- The Unreal Game Mode Class -- Game Mode Default Classes -- Gameplay Events -- Networking -- GameModeBase versus GameMode -- Levels -- The Unreal Pawn Class -- The Default Pawn -- The Spectator Pawn -- The Unreal Player Controller Class -- Exercise 2.04: Setting Up the Game Mode, Player Controller, and Pawn -- Animations -- Animation Blueprints -- Event Graph -- The Anim Graph -- State Machines -- Transition Rules -- Blend Spaces | |
505 | 8 | |a Exercise 2.05: Creating a Mannequin Animation -- Activity 2.01: Linking Animations to a Character -- Summary -- Chapter 3: Character Class Components and Blueprint Setup -- Introduction -- The Unreal Character Class -- Extending the Character Class -- Exercise 3.01: Creating and Setting Up a Third-Person Character C++ Class -- Extending the C++ Class with Blueprints -- Exercise 3.02: Extending C++ with Blueprints -- Activity 3.01: Extending the C++ Character Class with Blueprint in the Animation Project -- Summary -- Chapter 4: Player Input -- Introduction -- Input Actions and Axes | |
505 | 8 | |a Exercise 4.01: Creating the Jump Action and Movement Axes -- Processing Player Input -- DefaultInput.ini -- Exercise 4.02: Listening to Movement Actions and Axes -- Turning the camera around the character -- Mobile platforms -- Exercise 4.03: Previewing on Mobile -- Exercise 4.04: Adding Touchscreen Input -- Activity 4.01: Adding Walking Logic to Our Character -- Summary -- Chapter 5: Line Traces -- Introduction -- Collision -- Project Setup -- Exercise 5.01: Converting DodgeballCharacter to a Top-Down Perspective -- Line Traces -- Creating the EnemyCharacter C++ class | |
500 | |a Exercise 5.02: Creating the CanSeeActor Function, Which Executes Line Traces. | ||
520 | |a Start with the fundamentals of UE4 and progressively build your knowledge and skills through several easy-to-follow projects. Take a hands-on approach to equip yourself with the tools needed to develop your own high-quality, immersive games. | ||
650 | 0 | |a Video games. |0 http://id.loc.gov/authorities/subjects/sh85143202 | |
650 | 0 | |a Video games |x Development. | |
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 7 | |a Computer games |2 fast | |
650 | 7 | |a Video games |x Programming |2 fast | |
700 | 1 | |a Marques, Gonçalo. | |
700 | 1 | |a Pereira, David. | |
700 | 1 | |a Sherry, Devin. | |
758 | |i has work: |a Game Development Projects with Unreal Engine (Text) |1 https://id.oclc.org/worldcat/entity/E39PD3KPF3VTptxkHT3wJ8KGHC |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |a Fozi, Hammad. |t Game Development Projects with Unreal Engine : Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++. |d Birmingham : Packt Publishing, Limited, ©2020 |z 9781800209220 |
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DE-BY-FWS_katkey | ZDB-4-EBA-on1226588225 |
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adam_text | |
any_adam_object | |
author | Fozi, Hammad |
author2 | Marques, Gonçalo Pereira, David Sherry, Devin |
author2_role | |
author2_variant | g m gm d p dp d s ds |
author_facet | Fozi, Hammad Marques, Gonçalo Pereira, David Sherry, Devin |
author_role | |
author_sort | Fozi, Hammad |
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callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
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contents | Cover -- FM -- Copyright -- Table of Contents -- Preface -- Chapter 1: Unreal Engine Introduction -- Introduction -- Exercise 1.01: Creating an Unreal Engine 4 Project -- Getting to Know Unreal -- Editor Windows -- Viewport Navigation -- Manipulating Actors -- Exercise 1.02: Adding and Removing Actors -- Blueprint Actors -- Exercise 1.03: Creating Blueprint Actors -- The Blueprint Editor -- Event Graph -- Exercise 1.04: Creating Blueprint Variables -- Exercise 1.05: Creating Blueprint Functions -- The Float Multiplication Node -- BeginPlay and Tick Exercise 1.06: Offsetting the TestActor Class on the Z Axis -- ThirdPersonCharacter Blueprint Class -- Meshes and Materials -- Meshes -- Materials -- Manipulating Materials in UE4 -- Activity 1.01: Propelling TestActor on the Z Axis Indefinitely -- Summary -- Chapter 2: Working with Unreal Engine -- Introduction -- Creating and Setting Up a Blank C++ Project -- Exercise 2.01: Creating an Empty C++ Project -- Content Folder Structure in Unreal Engine -- Working with the Visual Studio Solution -- Solution Analysis -- The Engine Project -- Game Project -- Debugging Code in Visual Studio Exercise 2.02: Debugging the Third Person Template Code -- Importing the Required Assets -- Exercise 2.03: Importing a Character FBX File -- The Unreal Game Mode Class -- Game Mode Default Classes -- Gameplay Events -- Networking -- GameModeBase versus GameMode -- Levels -- The Unreal Pawn Class -- The Default Pawn -- The Spectator Pawn -- The Unreal Player Controller Class -- Exercise 2.04: Setting Up the Game Mode, Player Controller, and Pawn -- Animations -- Animation Blueprints -- Event Graph -- The Anim Graph -- State Machines -- Transition Rules -- Blend Spaces Exercise 2.05: Creating a Mannequin Animation -- Activity 2.01: Linking Animations to a Character -- Summary -- Chapter 3: Character Class Components and Blueprint Setup -- Introduction -- The Unreal Character Class -- Extending the Character Class -- Exercise 3.01: Creating and Setting Up a Third-Person Character C++ Class -- Extending the C++ Class with Blueprints -- Exercise 3.02: Extending C++ with Blueprints -- Activity 3.01: Extending the C++ Character Class with Blueprint in the Animation Project -- Summary -- Chapter 4: Player Input -- Introduction -- Input Actions and Axes Exercise 4.01: Creating the Jump Action and Movement Axes -- Processing Player Input -- DefaultInput.ini -- Exercise 4.02: Listening to Movement Actions and Axes -- Turning the camera around the character -- Mobile platforms -- Exercise 4.03: Previewing on Mobile -- Exercise 4.04: Adding Touchscreen Input -- Activity 4.01: Adding Walking Logic to Our Character -- Summary -- Chapter 5: Line Traces -- Introduction -- Collision -- Project Setup -- Exercise 5.01: Converting DodgeballCharacter to a Top-Down Perspective -- Line Traces -- Creating the EnemyCharacter C++ class |
ctrlnum | (OCoLC)1226588225 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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indexdate | 2024-11-27T13:30:09Z |
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record_format | marc |
spelling | Fozi, Hammad. Game Development Projects with Unreal Engine : Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++. Birmingham : Packt Publishing, Limited, 2020. 1 online resource (823 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier Print version record. Cover -- FM -- Copyright -- Table of Contents -- Preface -- Chapter 1: Unreal Engine Introduction -- Introduction -- Exercise 1.01: Creating an Unreal Engine 4 Project -- Getting to Know Unreal -- Editor Windows -- Viewport Navigation -- Manipulating Actors -- Exercise 1.02: Adding and Removing Actors -- Blueprint Actors -- Exercise 1.03: Creating Blueprint Actors -- The Blueprint Editor -- Event Graph -- Exercise 1.04: Creating Blueprint Variables -- Exercise 1.05: Creating Blueprint Functions -- The Float Multiplication Node -- BeginPlay and Tick Exercise 1.06: Offsetting the TestActor Class on the Z Axis -- ThirdPersonCharacter Blueprint Class -- Meshes and Materials -- Meshes -- Materials -- Manipulating Materials in UE4 -- Activity 1.01: Propelling TestActor on the Z Axis Indefinitely -- Summary -- Chapter 2: Working with Unreal Engine -- Introduction -- Creating and Setting Up a Blank C++ Project -- Exercise 2.01: Creating an Empty C++ Project -- Content Folder Structure in Unreal Engine -- Working with the Visual Studio Solution -- Solution Analysis -- The Engine Project -- Game Project -- Debugging Code in Visual Studio Exercise 2.02: Debugging the Third Person Template Code -- Importing the Required Assets -- Exercise 2.03: Importing a Character FBX File -- The Unreal Game Mode Class -- Game Mode Default Classes -- Gameplay Events -- Networking -- GameModeBase versus GameMode -- Levels -- The Unreal Pawn Class -- The Default Pawn -- The Spectator Pawn -- The Unreal Player Controller Class -- Exercise 2.04: Setting Up the Game Mode, Player Controller, and Pawn -- Animations -- Animation Blueprints -- Event Graph -- The Anim Graph -- State Machines -- Transition Rules -- Blend Spaces Exercise 2.05: Creating a Mannequin Animation -- Activity 2.01: Linking Animations to a Character -- Summary -- Chapter 3: Character Class Components and Blueprint Setup -- Introduction -- The Unreal Character Class -- Extending the Character Class -- Exercise 3.01: Creating and Setting Up a Third-Person Character C++ Class -- Extending the C++ Class with Blueprints -- Exercise 3.02: Extending C++ with Blueprints -- Activity 3.01: Extending the C++ Character Class with Blueprint in the Animation Project -- Summary -- Chapter 4: Player Input -- Introduction -- Input Actions and Axes Exercise 4.01: Creating the Jump Action and Movement Axes -- Processing Player Input -- DefaultInput.ini -- Exercise 4.02: Listening to Movement Actions and Axes -- Turning the camera around the character -- Mobile platforms -- Exercise 4.03: Previewing on Mobile -- Exercise 4.04: Adding Touchscreen Input -- Activity 4.01: Adding Walking Logic to Our Character -- Summary -- Chapter 5: Line Traces -- Introduction -- Collision -- Project Setup -- Exercise 5.01: Converting DodgeballCharacter to a Top-Down Perspective -- Line Traces -- Creating the EnemyCharacter C++ class Exercise 5.02: Creating the CanSeeActor Function, Which Executes Line Traces. Start with the fundamentals of UE4 and progressively build your knowledge and skills through several easy-to-follow projects. Take a hands-on approach to equip yourself with the tools needed to develop your own high-quality, immersive games. Video games. http://id.loc.gov/authorities/subjects/sh85143202 Video games Development. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Jeux vidéo Programmation. Computer games fast Video games Programming fast Marques, Gonçalo. Pereira, David. Sherry, Devin. has work: Game Development Projects with Unreal Engine (Text) https://id.oclc.org/worldcat/entity/E39PD3KPF3VTptxkHT3wJ8KGHC https://id.oclc.org/worldcat/ontology/hasWork Print version: Fozi, Hammad. Game Development Projects with Unreal Engine : Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++. Birmingham : Packt Publishing, Limited, ©2020 9781800209220 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2697854 Volltext |
spellingShingle | Fozi, Hammad Game Development Projects with Unreal Engine : Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++. Cover -- FM -- Copyright -- Table of Contents -- Preface -- Chapter 1: Unreal Engine Introduction -- Introduction -- Exercise 1.01: Creating an Unreal Engine 4 Project -- Getting to Know Unreal -- Editor Windows -- Viewport Navigation -- Manipulating Actors -- Exercise 1.02: Adding and Removing Actors -- Blueprint Actors -- Exercise 1.03: Creating Blueprint Actors -- The Blueprint Editor -- Event Graph -- Exercise 1.04: Creating Blueprint Variables -- Exercise 1.05: Creating Blueprint Functions -- The Float Multiplication Node -- BeginPlay and Tick Exercise 1.06: Offsetting the TestActor Class on the Z Axis -- ThirdPersonCharacter Blueprint Class -- Meshes and Materials -- Meshes -- Materials -- Manipulating Materials in UE4 -- Activity 1.01: Propelling TestActor on the Z Axis Indefinitely -- Summary -- Chapter 2: Working with Unreal Engine -- Introduction -- Creating and Setting Up a Blank C++ Project -- Exercise 2.01: Creating an Empty C++ Project -- Content Folder Structure in Unreal Engine -- Working with the Visual Studio Solution -- Solution Analysis -- The Engine Project -- Game Project -- Debugging Code in Visual Studio Exercise 2.02: Debugging the Third Person Template Code -- Importing the Required Assets -- Exercise 2.03: Importing a Character FBX File -- The Unreal Game Mode Class -- Game Mode Default Classes -- Gameplay Events -- Networking -- GameModeBase versus GameMode -- Levels -- The Unreal Pawn Class -- The Default Pawn -- The Spectator Pawn -- The Unreal Player Controller Class -- Exercise 2.04: Setting Up the Game Mode, Player Controller, and Pawn -- Animations -- Animation Blueprints -- Event Graph -- The Anim Graph -- State Machines -- Transition Rules -- Blend Spaces Exercise 2.05: Creating a Mannequin Animation -- Activity 2.01: Linking Animations to a Character -- Summary -- Chapter 3: Character Class Components and Blueprint Setup -- Introduction -- The Unreal Character Class -- Extending the Character Class -- Exercise 3.01: Creating and Setting Up a Third-Person Character C++ Class -- Extending the C++ Class with Blueprints -- Exercise 3.02: Extending C++ with Blueprints -- Activity 3.01: Extending the C++ Character Class with Blueprint in the Animation Project -- Summary -- Chapter 4: Player Input -- Introduction -- Input Actions and Axes Exercise 4.01: Creating the Jump Action and Movement Axes -- Processing Player Input -- DefaultInput.ini -- Exercise 4.02: Listening to Movement Actions and Axes -- Turning the camera around the character -- Mobile platforms -- Exercise 4.03: Previewing on Mobile -- Exercise 4.04: Adding Touchscreen Input -- Activity 4.01: Adding Walking Logic to Our Character -- Summary -- Chapter 5: Line Traces -- Introduction -- Collision -- Project Setup -- Exercise 5.01: Converting DodgeballCharacter to a Top-Down Perspective -- Line Traces -- Creating the EnemyCharacter C++ class Video games. http://id.loc.gov/authorities/subjects/sh85143202 Video games Development. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Jeux vidéo Programmation. Computer games fast Video games Programming fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85143202 http://id.loc.gov/authorities/subjects/sh95003476 |
title | Game Development Projects with Unreal Engine : Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++. |
title_auth | Game Development Projects with Unreal Engine : Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++. |
title_exact_search | Game Development Projects with Unreal Engine : Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++. |
title_full | Game Development Projects with Unreal Engine : Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++. |
title_fullStr | Game Development Projects with Unreal Engine : Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++. |
title_full_unstemmed | Game Development Projects with Unreal Engine : Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++. |
title_short | Game Development Projects with Unreal Engine : |
title_sort | game development projects with unreal engine learn to build your first games and bring your ideas to life using ue4 and c |
title_sub | Learn to Build Your First Games and Bring Your Ideas to Life Using UE4 and C++. |
topic | Video games. http://id.loc.gov/authorities/subjects/sh85143202 Video games Development. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Jeux vidéo Programmation. Computer games fast Video games Programming fast |
topic_facet | Video games. Video games Development. Video games Programming. Jeux vidéo Programmation. Computer games Video games Programming |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2697854 |
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