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Mastering Unreal Engine 4.X
Mastering Unreal Engine 4.X

Mastering Unreal Engine 4.X: Master the art of building AAA games with Unreal Engine

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Profile Icon Muhammad A.Moniem
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Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.2 (6 Ratings)
Paperback Jun 2016 384 pages 1st Edition
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Arrow left icon
Profile Icon Muhammad A.Moniem
Arrow right icon
$19.99 per month
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.2 (6 Ratings)
Paperback Jun 2016 384 pages 1st Edition
eBook
$29.99 $43.99
Paperback
$54.99
Subscription
Free Trial
Renews at $19.99p/m
eBook
$29.99 $43.99
Paperback
$54.99
Subscription
Free Trial
Renews at $19.99p/m

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Table of content icon View table of contents Preview book icon Preview Book

Mastering Unreal Engine 4.X

Chapter 2. Setting Up Your Warrior

Once we have the project set up and running, it is time to start making the game itself and put something together that we can call a playable game.

The most important part of any game is the player controller. Regardless of the game genre and type, the player has to control the game somehow. It may be in the form of controlling the environment or controlling a character through the environment, or even something else.

Because the game we are building here is a third-person type of game, our players will have to control a character (I'm calling him The Gladiator). This character will be based on the Unreal character class, as it gives us many benefits and saves us lots of time because the character class is basically a Pawn class and pawns are actors that are controlled either by the player or AI. The character class we are building is going to be fully controlled by mouse and keyboard or the gamepad controller.

Keep in mind that we are building...

The code project

We have already created the project and launched Visual Studio. Once you open your project's Visual Studio you'll find it is not empty. There are some classes and files that have been generated for you automatically to start you off and give you a minimal base for a game that you can use and run.

The Visual Studio solution will contain two major projects:

  • UE4: This is listed under the Engine folder of the solution, and it is a project that contains the important header files, tools, plugins, and so on, of the Unreal Engine, so you don't have to worry about it most of the time.
  • Bellz: This is the game project and listed under the Games folder of the solution, which holds the name of your game. Also you'll find this project has some base code files, Builder scripts, and the GameMode class. Those are there to make sure you've something that can run.

Feel free to keep browsing files, read the auto-generated comments, and learn more about them. Eventually...

Creating the C++ class

When it comes to creating or adding a C++ class into your game, there are lots of ways you can do it. From the File menu you can choose New C++ Class. However, the most common method is by just clicking on the big Add New button in your content browser and selecting New C++ Class.

Using either way will add the new class into your Source folder (revise the project directory structure in Chapter 1, Preparing for a Big Project) of your project.

Creating the C++ class

By default, all C++ game projects will have a slightly different project structure, but most importantly, you will clearly see a section called C++ Classes in the outliner of the content browser and a folder with the game name underneath it. This is where any new code files should be by default. If you check this folder now from within the editor, you will find only one class whose name as game name + GameMode. This is an autogenerated class generated while creating the project. It is the first and only class included with your...

Editing and adding code

After opening Visual Studio, you will have the base code for the header file and the sources file of the character class we just created. This base code is not essential; you can edit it or remove the majority of it, but for our game's purposes we will keep it.

The header file will usually look like this by default:

Editing and adding code

As you can see, header files start with including the character header file from the Unreal Engine game framework, and then include the generated header of the newly created class we just made.

An Unreal Engine class should have the macro UCLASS above it, otherwise you will probably get a compiler error.

The class, by default, will include several public functions that are, in order:

  • Constructor: This is necessary to hold any code that is used to build the class (or any blueprint based on that class) during edit time
  • BeginPlay: The override of the virtual void BeginPlay class, which is going to be called once the game starts
  • Tick: This is also an override...

The Gladiator header (.h) file

Now let's jump back to the header file again, and let's start adding some more functions and variables to it so we can start building gameplay logic for the character and make something that fits our target.

Considering that a class based on FTableRowBase and called AGameDataTables will be used later to read the gameplay data from Excel tables; here is the header file code I ended up with.

To make it easier to understand the code, I would like to breakdown all the variable components and methods into a set of chunks; that way it will be very easy to understand them.

Everything starts with the includes, just like any form of C++ coding you are used to making, including the header files that are going to be used or referenced and must be done at the top of the code.

#pragma once
#include "GameDataTables.h"
#include "GameFramework/Character.h"
#include "Gladiator.generated.h"

Defining the class itself is essentially a step directly...

The Gladiator source (.cpp) file

Because source files always contain more than 20x more code than the header files, I would like to follow a different approach here in explaining the code. I will break down the source file into blocks, one by one.

The includes

As we mentioned earlier, any C++ file or even header file must start with the include statements. You don't have to include everything; some of the include statements will be there by default but others might be needed while you are building up the code.

Even if your game example is different and you wanted to have different functionalities, you might need to include more headers.

#include "Bellz.h"
#include "Gladiator.h"
#include "GameDataTables.h"
#include "PaperSpriteComponent.h"
#include "GameDataTables.h"

As you can see, now the included header files have been increased to include those we have formed from the auto-generated source file.

Because the game will be reading data from...

The code project


We have already created the project and launched Visual Studio. Once you open your project's Visual Studio you'll find it is not empty. There are some classes and files that have been generated for you automatically to start you off and give you a minimal base for a game that you can use and run.

The Visual Studio solution will contain two major projects:

  • UE4: This is listed under the Engine folder of the solution, and it is a project that contains the important header files, tools, plugins, and so on, of the Unreal Engine, so you don't have to worry about it most of the time.

  • Bellz: This is the game project and listed under the Games folder of the solution, which holds the name of your game. Also you'll find this project has some base code files, Builder scripts, and the GameMode class. Those are there to make sure you've something that can run.

Feel free to keep browsing files, read the auto-generated comments, and learn more about them. Eventually, at certain points, we...

Creating the C++ class


When it comes to creating or adding a C++ class into your game, there are lots of ways you can do it. From the File menu you can choose New C++ Class. However, the most common method is by just clicking on the big Add New button in your content browser and selecting New C++ Class.

Using either way will add the new class into your Source folder (revise the project directory structure in Chapter 1, Preparing for a Big Project) of your project.

By default, all C++ game projects will have a slightly different project structure, but most importantly, you will clearly see a section called C++ Classes in the outliner of the content browser and a folder with the game name underneath it. This is where any new code files should be by default. If you check this folder now from within the editor, you will find only one class whose name as game name + GameMode. This is an autogenerated class generated while creating the project. It is the first and only class included with your project...

Editing and adding code


After opening Visual Studio, you will have the base code for the header file and the sources file of the character class we just created. This base code is not essential; you can edit it or remove the majority of it, but for our game's purposes we will keep it.

The header file will usually look like this by default:

As you can see, header files start with including the character header file from the Unreal Engine game framework, and then include the generated header of the newly created class we just made.

An Unreal Engine class should have the macro UCLASS above it, otherwise you will probably get a compiler error.

The class, by default, will include several public functions that are, in order:

  • Constructor: This is necessary to hold any code that is used to build the class (or any blueprint based on that class) during edit time

  • BeginPlay: The override of the virtual void BeginPlay class, which is going to be called once the game starts

  • Tick: This is also an override...

The Gladiator header (.h) file


Now let's jump back to the header file again, and let's start adding some more functions and variables to it so we can start building gameplay logic for the character and make something that fits our target.

Considering that a class based on FTableRowBase and called AGameDataTables will be used later to read the gameplay data from Excel tables; here is the header file code I ended up with.

To make it easier to understand the code, I would like to breakdown all the variable components and methods into a set of chunks; that way it will be very easy to understand them.

Everything starts with the includes, just like any form of C++ coding you are used to making, including the header files that are going to be used or referenced and must be done at the top of the code.

#pragma once
#include "GameDataTables.h"
#include "GameFramework/Character.h"
#include "Gladiator.generated.h"

Defining the class itself is essentially a step directly after the include statements.

UCLASS...

The Gladiator source (.cpp) file


Because source files always contain more than 20x more code than the header files, I would like to follow a different approach here in explaining the code. I will break down the source file into blocks, one by one.

The includes

As we mentioned earlier, any C++ file or even header file must start with the include statements. You don't have to include everything; some of the include statements will be there by default but others might be needed while you are building up the code.

Even if your game example is different and you wanted to have different functionalities, you might need to include more headers.

#include "Bellz.h"
#include "Gladiator.h"
#include "GameDataTables.h"
#include "PaperSpriteComponent.h"
#include "GameDataTables.h"

As you can see, now the included header files have been increased to include those we have formed from the auto-generated source file.

Because the game will be reading data from Excel sheets, I managed to import the GameDataTables...

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Key benefits

  • Build an entire AAA game level throughout the book
  • Take your C++ scripting skills to the next level and use them extensively to build the game
  • An advanced practical guide with a tutorial style approach that will help you make the best of Unreal engine 4

Description

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!

Who is this book for?

This book is for game developers who have a basic knowledge of Unreal Engine and C++ scripting knowledge. If you want to take the leap from a casual game developer to a full-fledged professional game developer with Unreal Engine 4, this is the book for you.

What you will learn

  • Script your player controls in C++
  • Build a superb and engaging level with advanced design techniques
  • Program AI with C++
  • Use Cascade to add life to your games
  • Use custom shaders and advanced shading techniques to make things pretty
  • Implement an awesome UI in the game
  • Control gameplay using data tables

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Jun 30, 2016
Length: 384 pages
Edition : 1st
Language : English
ISBN-13 : 9781785883569
Vendor :
Epic Games
Languages :
Tools :

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Product Details

Publication date : Jun 30, 2016
Length: 384 pages
Edition : 1st
Language : English
ISBN-13 : 9781785883569
Vendor :
Epic Games
Languages :
Tools :

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Table of Contents

15 Chapters
1. Preparing for a Big Project Chevron down icon Chevron up icon
2. Setting Up Your Warrior Chevron down icon Chevron up icon
3. Designing Your Playground Chevron down icon Chevron up icon
4. The Road to Thinkable AI Chevron down icon Chevron up icon
5. Adding Collectables Chevron down icon Chevron up icon
6. The Magic of Particles Chevron down icon Chevron up icon
7. Enhancing the Visual Quality Chevron down icon Chevron up icon
8. Cinematics and In-Game Cutscenes Chevron down icon Chevron up icon
9. Implementing the Game UI Chevron down icon Chevron up icon
10. Save the Game Progress Chevron down icon Chevron up icon
11. Controlling Gameplay via Data Tables Chevron down icon Chevron up icon
12. Ear Candy Chevron down icon Chevron up icon
13. Profiling the Game Performance Chevron down icon Chevron up icon
14. Packaging the Game Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Rating distribution
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.2
(6 Ratings)
5 star 0%
4 star 16.7%
3 star 16.7%
2 star 33.3%
1 star 33.3%
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Johnny P Nov 15, 2016
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
A very good UE4 book that deserves more than a one star rating. I have read many of the chapters of this book. It has both C++ and Blueprints covered. It does a fair job for what it does cover. UE4 is a complex game engine and there may never be a book that could live completely up to "Mastering". To master you really have to put in the time and practice. Also, the game engine is changing, but the book is not, so you may have to adapt portions for the version of the engine you are using. I have around 16 UE4 books and this is one of the better ones, especially for C++ coverage. Many books only cover Blueprints, so if you are looking for some C++ this is one to have. I especially appreciated the UMG coverage, something many books lack, and connecting UI with game logic. It is not a large amount of detail on UMG in a chapter, but it was just what I needed. With a little practice and experimentation it was a good start.
Amazon Verified review Amazon
Evgeny Adamenkov Apr 19, 2017
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
The book is kinda useful - I keep learning Unreal while trying to make sense of the text by reading Unreal manuals :). But it has definite "I don't give a damn about you, the reader" smell - all these typos and whole organization of the sample code.
Amazon Verified review Amazon
CJ Jan 16, 2017
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
I frequently get stuck in this book because of the awkward writing style. I don't think I'm going to make it to the end. For example:"Any class you are going to create, most of the time should have a parent class, and I have to say that there are tons of full games that have been made without the need to create a class that is not inherited from a parent class of the unreal class list."I admit, sentences that bad only occur occasionally, but smaller offenses happen more frequently than I have the patience for.
Amazon Verified review Amazon
Hendrik Jul 20, 2017
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
- many typos in the text- example code does not run on the current version of the unreal engine
Amazon Verified review Amazon
Sharon S. Feb 05, 2018
Full star icon Empty star icon Empty star icon Empty star icon Empty star icon 1
Not a good book. There's misspellings all over the place, it already feels outdated, and it's hard to follow along. There's been so many times that I've scratched my head and wondered what the heck I was supposed to do, just because he skipped over something or didn't even say how to do it at all.I kid you not, here is an excerpt from the code comments on page 44:"//Call the fetch to the tables, now we get all the datat stored.Why? simply because keep readin everytime from the table itself isgoing to cost over your memory//but the most safe method, is just to read all the data atonce, and then keep getting whatever needed values from the storagewe've ."Where was the editor when this book was published? I understand it's code comments and won't affect anything, but I would be absolutely mortified if I published anything at this caliber. I expect much more from a Packt book.I'm not a complete beginner to Unreal, so you'd think I should be able to follow along easily; I was not able to.Save your money and watch the tutorial videos that Unreal makes, or anything on YouTube that deals with Unreal. This is not the book you want.
Amazon Verified review Amazon
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