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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


After this tasty chapter, you now have a better understanding of data tables management within the Unreal Engine environment, and you are able to use any type and any size of data table without any problems.

You've learned what the data table is and what it is used for, and most importantly how to prepare one for Unreal Engine. Unreal has its own policies and you learned what is going to respect those policies.

The data table files you made, regardless of the app, should be converted to .csv, in order to convert it to a data table asset. You also learned what the data table asset is and what is the different data type assets that you can use.

A data table is useless without a form, guidelines, and a data structure to follow, it's the link between the Excel sheet form and the code. Without a data structure, there is a missing pipe within the flow, and you've learned how to build it within C++.

The reason for creating data tables, is to derive some values during gameplay, in order to keep...

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