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Building an RPG  with Unreal 4.x
Building an RPG  with Unreal 4.x

Building an RPG with Unreal 4.x: Get to grips with building the foundations of an RPG using Unreal Engine 4.x

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Profile Icon Santello Profile Icon Stagner
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₱1571.99 ₱2245.99
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.1 (7 Ratings)
eBook Jan 2016 360 pages 1st Edition
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₱1571.99 ₱2245.99
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Profile Icon Santello Profile Icon Stagner
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₱1571.99 ₱2245.99
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.1 (7 Ratings)
eBook Jan 2016 360 pages 1st Edition
eBook
₱1571.99 ₱2245.99
Paperback
₱2806.99
Subscription
Free Trial
eBook
₱1571.99 ₱2245.99
Paperback
₱2806.99
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Building an RPG with Unreal 4.x

Chapter 2. Scripting and Data in Unreal

Now that we've got a design to work from, we can begin to develop the game.

Before we can do that, however, we'll be exploring the variety of ways in which we can work with game code and game data in the Unreal game engine.

This chapter will walk you through the steps necessary to get Unreal and Visual Studio installed, and to create a new Unreal Engine project. Additionally, you will learn how to create new C++ game code, work with Blueprints and Blueprint graphs, and work with custom data for your game. In this chapter, we will cover the following topics:

  • Downloading Unreal
  • Setting up Visual Studio for use with Unreal
  • Setting up a new Unreal project
  • Creating new C++ classes
  • Creating Blueprints and Blueprint graphs
  • Using Data Tables to import spreadsheet data

Downloading Unreal

Before getting started, make sure that you have at least 18 GB of free disk space on your computer. You will need this disk space to hold the development environments for Unreal and also your project files.

We will now need to download Unreal. To do this, go to https://www.unrealengine.com and click on the GET UNREAL button.

Before you can download Unreal, you'll need to make an Epic Games account. The GET UNREAL button will redirect you to an account creation form, so fill it out and submit it.

After you've signed in, you'll see the Download button. This will download the installer for the Epic Games Launcher (from this launcher, you can download Unreal version 4.12).

Downloading Visual Studio

We will need to start programming soon, so if you haven't already, now is the time to download Visual Studio, which is the integrated development environment that we will need to program the framework for our engine and game logic in C++. Luckily, Microsoft provides Visual Studio Community for free.

To download Visual Studio Community, go to https://www.visualstudio.com/ and download Community 2015. This will download the installer for Visual Studio. After it downloads, simply run the installer. Note that Visual Studio Community 2015 does not install C++ by default, so be sure that under Features, you are installing Visual C++, Common Tools for Visual C++ 2015, and Microsoft Foundation Classes for C++. If you do not have C++ installed, you will not be able to write or compile code written for UE4 in Visual Studio since UE4 is built on C++.

Setting up Visual Studio for Unreal

After you've installed Visual Studio, there are some steps you can take to make it easier to work with C++ code in Unreal. These steps are not at all necessary, and can be safely skipped.

Adding the Solution Platforms drop-down list

On the right-hand side of the toolbar is a drop-down arrow, as shown in the following screenshot:

Adding the Solution Platforms drop-down list

Click on this button, hover over the Add or Remove buttons, and click on Solution Platforms to add the menu to the toolbar.

The Solution Platforms drop-down list allows you to switch the project between target platforms (for instance, Windows, Mac, and so on).

Disabling the Error List tab

The error list in Visual Studio shows you the errors that it detects in your code before you even compile the project. While normally this is incredibly useful, in Unreal, it can frequently detect false positives and become more annoying than helpful.

To disable the error list, first close the Error List tab (you can find this in the bottom pane...

Setting up a new Unreal project

Now that you have both Unreal and Visual Studio downloaded and installed, we're going to create a project for our game.

Unreal comes with a variety of starter kits that you can use, but for our game, we'll be scripting everything from scratch.

After signing into Epic Games Launcher, you'll first want to download the Unreal Engine. This book uses version 4.12. You may use a later version, but depending on the version, some code and the navigation of the engine may slightly differ. The steps for creating a new project are as follows:

  1. Firstly, in the Unreal Engine tab, select Library. Then, under Engine Versions, click on Add Versions and select the version you'd like to download.
  2. After the engine has downloaded, click on the Launch button.
  3. Once the Unreal Engine has launched, click on the New Project tab. Then, click on the C++ tab and select Basic Code.
  4. Finally, choose a location for your project and give it a name (in my case, I named the project...

Creating a new C++ class

We're now going to create a new C++ class with the following steps:

  1. To do this, from the Unreal editor, click on File | New C++ Class. We'll be creating an Actor class, so select Actor as the base class. Actors are the objects that are placed in the scene (anything from meshes, to lights, to sounds, and more).
  2. Next, enter a name for your new class, such as MyNewActor. Hit Create Class. After it adds the files to the project, open MyNewActor.h in Visual Studio. When you create a new class using this interface, it will generate both a header file and a source file for your class.
  3. Let's just make our actor print a message to the output log when we start our game. To do this, we'll use the BeginPlay event. BeginPlay is called once the game has started (in a multiplayer game, this might be called after an initial countdown, but in our case, it will be called immediately).
  4. The MyNewActor.h file (which should already be open at this point) should contain...

Downloading Unreal


Before getting started, make sure that you have at least 18 GB of free disk space on your computer. You will need this disk space to hold the development environments for Unreal and also your project files.

We will now need to download Unreal. To do this, go to https://www.unrealengine.com and click on the GET UNREAL button.

Before you can download Unreal, you'll need to make an Epic Games account. The GET UNREAL button will redirect you to an account creation form, so fill it out and submit it.

After you've signed in, you'll see the Download button. This will download the installer for the Epic Games Launcher (from this launcher, you can download Unreal version 4.12).

Downloading Visual Studio


We will need to start programming soon, so if you haven't already, now is the time to download Visual Studio, which is the integrated development environment that we will need to program the framework for our engine and game logic in C++. Luckily, Microsoft provides Visual Studio Community for free.

To download Visual Studio Community, go to https://www.visualstudio.com/ and download Community 2015. This will download the installer for Visual Studio. After it downloads, simply run the installer. Note that Visual Studio Community 2015 does not install C++ by default, so be sure that under Features, you are installing Visual C++, Common Tools for Visual C++ 2015, and Microsoft Foundation Classes for C++. If you do not have C++ installed, you will not be able to write or compile code written for UE4 in Visual Studio since UE4 is built on C++.

Setting up Visual Studio for Unreal


After you've installed Visual Studio, there are some steps you can take to make it easier to work with C++ code in Unreal. These steps are not at all necessary, and can be safely skipped.

Adding the Solution Platforms drop-down list

On the right-hand side of the toolbar is a drop-down arrow, as shown in the following screenshot:

Click on this button, hover over the Add or Remove buttons, and click on Solution Platforms to add the menu to the toolbar.

The Solution Platforms drop-down list allows you to switch the project between target platforms (for instance, Windows, Mac, and so on).

Disabling the Error List tab

The error list in Visual Studio shows you the errors that it detects in your code before you even compile the project. While normally this is incredibly useful, in Unreal, it can frequently detect false positives and become more annoying than helpful.

To disable the error list, first close the Error List tab (you can find this in the bottom pane, as...

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Key benefits

  • • Utilize a mixture of C++, Blueprints, and UMG to create a role playing game (RPG) efficiently
  • • Create reusable code chunks and elements that can easily be integrated into other games
  • • A cost effective, step-by-step guide to building and customizing an entire framework for your RPG

Description

Now that Unreal Engine 4 has become one of the most cutting edge game engines in the world, developers are looking for the best ways of creating games of any genre in the engine. This book will lay out the foundation of creating a turn-based RPG in Unreal Engine 4.12. The book starts by walking you through creating a turn-based battle system that can hold commands for party members and enemies. You’ll get your hands dirty by creating NPCs such as shop owners, and important mechanics, that make up every RPG such as a currency system, inventory, dialogue, and character statistics. Although this book specifically focuses on the creation of a turn-based RPG, there are a variety of topics that can be utilized when creating many other types of genres. By the end of the book, you will be able to build upon core RPG framework elements to create your own game experience.

Who is this book for?

If you are new to Unreal Engine and always wanted to script an RPG, you are this book’s target reader. The lessons assume you understand the conventions of RPG games and have some awareness of the basics of using the Unreal editor to build levels.

What you will learn

  • • Program gameplay elements in C++ in Unreal
  • • Create custom game data for entities such as players and enemies
  • • Create a turn-based combat engine
  • • Design menu systems and blueprint logic
  • • Create an NPC and dialog system
  • • Integrate equipment and items
  • • Develop the foundations of a saving and loading system

Product Details

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Publication date : Jan 28, 2016
Length: 360 pages
Edition : 1st
Language : English
ISBN-13 : 9781785281280
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Epic Games
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Product Details

Publication date : Jan 28, 2016
Length: 360 pages
Edition : 1st
Language : English
ISBN-13 : 9781785281280
Vendor :
Epic Games
Languages :
Tools :

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Unreal Engine Game Development Blueprints
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Building an RPG  with Unreal 4.x
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Table of Contents

11 Chapters
1. Getting Started with RPG Design in Unreal Chevron down icon Chevron up icon
2. Scripting and Data in Unreal Chevron down icon Chevron up icon
3. Exploration and Combat Chevron down icon Chevron up icon
4. Pause Menu Framework Chevron down icon Chevron up icon
5. Bridging Character Statistics Chevron down icon Chevron up icon
6. NPCs and Dialog Chevron down icon Chevron up icon
7. Gold, Items, and a Shop Chevron down icon Chevron up icon
8. Inventory Population and Item Use Chevron down icon Chevron up icon
9. Equipment Chevron down icon Chevron up icon
10. Leveling, Abilities, and Saving Progress Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.1
(7 Ratings)
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4 star 28.6%
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2 star 28.6%
1 star 42.9%
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Avishek Dec 15, 2016
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
An excellent addition to your collection to your collection if you dream of creating the perfect RPG. The book is clearly written with a beginner in mind. Though it can become a bit jarring for someone with enough C++ experience to be explained obvious concepts in core programming, it nevertheless serves as handy book for newbies in game development. However, the book seems to over emphasise on certain topics such as optimisation of code and subroutines which in my opinion should not be hand fed to developers. A solid 4 stars from me.
Amazon Verified review Amazon
Germán Feb 27, 2016
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
Me lo compré porque necesitaba una referencia para continuar un juego de rol que estoy haciendo pero action-rpg. Sin embargo este libro explica las cosas, o más bien contiene código c++ dónde se puedo uno fijar de como se hacen las cosas en juego de las mismas características y de carácter profesional.
Amazon Verified review Amazon
BD Jun 02, 2016
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
I've had similar issues to what others have said. I've had a back and forth with the publisher on a couple issues, was told they weren't issues, and had no real acceptable resolution. There are several instances where we're told to do something in the text, but the sample code does not reflect the instructions.The book even describes the setting of the RPG as taking place in a tower where you fight your way to the top through enemies until you reach the villain. At no point are these aspects of the book addressed.I will say that the early chapters of the book were nice, though. Walking through the creation of a game design document was helpful. And some practices presented in the book were illuminating (such as the use of UDataTable systems).Overall, though, I can't really recommend the book as a whole.
Amazon Verified review Amazon
Ruben Baeza Jun 02, 2016
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Like other reviewers here already noted, the code is chock-full of problems stemming from the fact that the author asks you to create a class based on Actor, for example, and replace the entirety of the pregenerated class with new code leading to problems during compile time. This process is not in line with a good approach for UE4 development and just leads to more frustration than insight. The author does do a good job in the design process and breaking down some of the ideas of how you would think through the design and structure, but overall I cannot recommend this book.
Amazon Verified review Amazon
Amazon Customer May 29, 2016
Full star icon Empty star icon Empty star icon Empty star icon Empty star icon 1
This book has BAD code. I tried every combination I could think of and none of it would compile. DO NOT WASTE YOUR MONEY purchasing this book. Again I can't stress this enough, BAD BAD CODE! He should be sued for defamation.
Amazon Verified review Amazon
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