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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

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

Summary


Congratulations! Reading the summary means that you reached the end of this chapter. Well done!

Having lights within a game is essential, and without light sources you will probably see nothing. But there should also be wisdom behind this process; adding too many light sources could come at a cost, and the game performance might get worse. But having something like lightmaps makes it easy to do all the lights you want, make the map look just like it should, and just bake the lightmaps, and that will save the day. You just learned not only this process, but also how to be prepared for it.

You have also gone through lots of fun, and specially through the post processing volumes, and how and why you would use them. All their parameters and the effects that can be achieved using them, all of that you went through from zero to hero and you have simply mastered it.

Sometimes the environment has to reflect something; it might be water doing it or even a mirror, but doing real-time reflections...

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