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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

Cooking the content

Previously when we discussed the packaging process, I've mentioned that it happens in different phases, and one of those phases is called cooking the content. When it comes to packaging a game, Unreal is very smart and they thinks about how to make the best of your time as a developer.

Let's assume that you have made a huge game, about 10 GB in size. What if you have changed a single texture? Do you have to build the whole thing in order to test it? Or do you have to build the whole thing in order to publish it?

Unreal does a good separation between the game logic and its content, and as long as you want to rebuild the content itself, you can always do it by cooking. Content such as textures or sound files always have their own file formats, like PNG, JPG, WAV, or MP3, but when you package the game, you never find those files, as the engine works on converting those files to more encrypted and engine-friendly formats that match the targeted platforms. And that...

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