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Game Development Projects with Unreal Engine

You're reading from   Game Development Projects with Unreal Engine Learn to build your first games and bring your ideas to life using UE4 and C++

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Product type Paperback
Published in Nov 2020
Publisher Packt
ISBN-13 9781800209220
Length 822 pages
Edition 1st Edition
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Authors (5):
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Hammad Fozi Hammad Fozi
Author Profile Icon Hammad Fozi
Hammad Fozi
Devin Sherry Devin Sherry
Author Profile Icon Devin Sherry
Devin Sherry
Gustavo Reis Gustavo Reis
Author Profile Icon Gustavo Reis
Gustavo Reis
David Pereira David Pereira
Author Profile Icon David Pereira
David Pereira
Gonçalo Marques Gonçalo Marques
Author Profile Icon Gonçalo Marques
Gonçalo Marques
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Toc

Table of Contents (19) Chapters Close

Preface
1. Unreal Engine Introduction 2. Working with Unreal Engine FREE CHAPTER 3. Character Class Components and Blueprint Setup 4. Player Input 5. Line Traces 6. Collision Objects 7. UE4 Utilities 8. User Interfaces 9. Audio-Visual Elements 10. Creating a SuperSideScroller Game 11. Blend Spaces 1D, Key Bindings, and State Machines 12. Animation Blending and Montages 13. Enemy Artificial Intelligence 14. Spawning the Player Projectile 15. Collectibles, Power-Ups, and Pickups 16. Multiplayer Basics 17. Remote Procedure Calls 18. Gameplay Framework Classes in Multiplayer

11. Blend Spaces 1D, Key Bindings, and State Machines

Overview

This chapter begins by creating the Blend Space asset needed to allow movement animation blending from idle to walking, and finally to running, based on the speed of the player character. We will then implement new key mappings and use those mappings in C++ to code gameplay functionality for the player character, like sprinting. Lastly, we will create a new animation state machine within our character animation blueprint so that the player animations can smoothly transition between movement and jumping.

By the end of this chapter, you will have the SuperSideScroller player character animating correctly when moving around the environment and moving in a way that feels best for the game. This means that the player will support an idle, walking, and sprinting animation, while also supporting the animations needed for jumping.

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