Unreal Engine 4 game development essentials master the basics of Unreal Engine 4 to build stunning video games

Master the basics of Unreal Engine 4 to build stunning video games About This Book Get to grips with the user interface of Unreal Engine 4 and find out more about its various robust features Create dream video games with the help of the different tools Unreal Engine 4 offers Create video-games and f...

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Bibliographic Details
Other Authors: Satheesh, P. V., author (author)
Format: eBook
Language:Inglés
Published: Birmingham : Packt Publishing 2016.
Edition:1st edition
Series:Community experience distilled.
Subjects:
See on Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630078006719
Table of Contents:
  • Cover
  • Copyright
  • Credits
  • About the Author
  • Acknowledgements
  • About the Reviewer
  • www.PacktPub.com
  • Table of Contents
  • Preface
  • Chapter 1: Introduction to Unreal Engine 4
  • Unreal Engine 4 download
  • Downloading the launcher version
  • Downloading the GitHub version
  • Forking Unreal Engine repository
  • Compiling Unreal Engine
  • Getting familiar with Unreal Engine
  • The viewport toolbar
  • Modes
  • Content Browser
  • Content Browser view options
  • World outliner
  • Details panel
  • Navigating the Viewport
  • BSP
  • Creating BSP
  • Default starting level, splash screen, and game icon
  • Summary
  • Chapter 2: Importing Assets
  • Creating asset in a DCC application
  • Creating collision meshes
  • Custom collision shapes
  • Unreal Engine 4 collision generator
  • Simple shapes
  • K-DOP shapes
  • Auto convex collision
  • Materials
  • LOD
  • Exporting and importing
  • Exporting
  • Importing
  • Context menu
  • Drag and drop
  • Content Browser import
  • Automatic import
  • Configuring automatic import
  • Result
  • Summary
  • Chapter 3: Materials
  • Material user interface
  • Toolbar
  • Live preview
  • Live nodes
  • Live update
  • Preview panel
  • Details panel
  • Graph panel
  • Palette panel
  • Common material expressions
  • Constant
  • Constant2Vector
  • Constant3Vector
  • Texture coordinate (TexCoord)
  • Multiply
  • Add
  • Divide
  • Subtract
  • Texture sample (Texture2D)
  • Component mask
  • Linear interpolate (lerp)
  • Power
  • PixelDepth
  • Desaturation
  • Time
  • Fresnel
  • Material types
  • Material instances
  • Material Instance Constant
  • Material Instance Constant example
  • Material functions
  • Material function example
  • Summary
  • Chapter 4: Post Process
  • Adding Post Process
  • LUT
  • Post Process Materials
  • Creating a Post Process Material
  • Summary
  • Chapter 5: Lights
  • Lighting basics
  • Placing lights.
  • Various lights
  • Common light settings
  • Light mobility
  • Lightmass Global Illumination
  • Preparing your assets for precomputed lighting
  • Building a scene with Lightmass
  • Tweaking Lightmass settings
  • Summary
  • Chapter 6: Blueprints
  • Different Blueprint types
  • Getting familiar with the Blueprint user interface
  • Components tab
  • What are components?
  • Adding a component
  • Transforming the component
  • Adding events for components
  • My Blueprints tab
  • Creation buttons
  • Searching in my Blueprint
  • Categorizing in My Blueprint
  • Toolbar
  • Graph editor
  • Details panel
  • Blueprint graph types
  • Function graph
  • Creating functions
  • Graph settings
  • Editing functions
  • Macro graph
  • Interface graph
  • Blueprint node references
  • Node colors
  • Variables
  • Math expression
  • Creating our first Blueprint class
  • Creating a new Blueprint
  • Spinning static mesh
  • Destroying our Blueprint Actor after some seconds
  • Spawning our Blueprint class in Level Blueprint
  • Summary
  • Chapter 7: Matinee
  • Creating a new Matinee
  • Matinee window
  • Manipulating an object
  • Cutscene camera
  • Director group
  • Summary
  • Chapter 8: Unreal Motion Graphics
  • Setting up a project
  • Creating the HUD Widget
  • Creating the health bar
  • Assigning our HUD to Character
  • Creating floating health bars
  • Summary
  • Chapter 9: Particles
  • Cascade particle editor
  • Toolbar
  • Viewport
  • Navigation
  • Details
  • Emitter
  • Emitter types
  • Curve editor
  • Creating a simple particle system
  • Creating a simple material
  • Adding gravity
  • Applying the color over life module
  • Adding collision module
  • Playing particle in Blueprints
  • Summary
  • Chapter 10: Introduction to Unreal C++
  • Setting up Visual Studio 2015
  • Workflow improvements
  • Creating a C++ project
  • The character class
  • Adding the health system.
  • C++ to Blueprint
  • Summary
  • Chapter 11: Packaging Project
  • Recap
  • Packaging the project
  • Quick packaging
  • Packaging the release version
  • Summary
  • References
  • Index.