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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

For the first time, you can run the project as a game, not from within the Unreal editor or the Unreal Launcher, but as a game from its own executable file.

Now you have got you hands-on the process of finalizing a game as a product, what is needed before making the build, and what settings should or could be fine-tuned for that purpose?

All games have different splash screens, based on the number of developers and publishers. You will need different types and numbers of splash screens, and you've learned during this chapter how to add splash screens to your game in different ways.

Packaging a game and cooking its content are two different processes, but both do similar things. You've learned when to use each process, and what the difference is between them.

The Project Launcher is a very powerful tool shipped with the Unreal ecosystem. Using it is not mandatory, but sometimes it is needed to save time, and you learned how and when to use this powerful tool.

Many games nowadays...

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