Sams teach yourself Unreal engine 4 game development in 24 hours

著者

    • Cookson, Aram
    • DowlingSoka, Ryan
    • Crumpler, Clinton

書誌事項

Sams teach yourself Unreal engine 4 game development in 24 hours

Aram Cookson, Ryan DowlingSoka, Clinton Crumpler

(Always learning)

Sams, c2016

タイトル別名

Unreal engine 4 game development in 24 hours

Unreal engine four game development in twenty-four hours

大学図書館所蔵 件 / 1

この図書・雑誌をさがす

注記

Includes index

内容説明・目次

内容説明

In just 24 lessons of one hour or less, learn how to start using Unreal Engine 4 to build amazing games for Windows, Mac, PS4, Xbox One, iOS, Android, the web, Linux-or all of them! Sams Teach Yourself Unreal Engine 4 Game Development in 24 Hours' straightforward, step-by-step approach shows you how to work with Unreal Engine 4's interface, its workflows, and its most powerful editors and tools. In just hours you'll be creating effects, scripting warfare, implementing physics-even developing for mobile devices and HUDs. Every lesson builds on what you've already learned, giving you a rock-solid foundation for real-world success. Organize new projects and work with the Gameplay Framework Master Unreal's units and control systems Import 3D models and work with the Static Mesh Editor Create new landscapes and use Unreal's foliage system Bring characters and creatures to life with the Persona Editor Apply materials and build lighting Integrate and modify audio with the Unreal Sound Cue Editor Craft particle effects and simulate physics Set up and react to player inputs Build levels and entirely new worlds Get started with powerful Blueprint visual scripting system Script an arcade game from start to finish Create events that respond to player actions Spawn Actors during gameplay Design and create action-based encounters Optimize games for mobile devices and touch-based inputs Build menus with Unreal's UMG UI Designer Prepare your game for deployment Step-by-step instructions carefully walk you through the most common Unreal Engine 4 game development tasks. Practical, hands-on examples show you how to apply what you learn. Quizzes and Exercises help you test your knowledge and stretch your skills. Notes and tips point out shortcuts and solutions. All the project files and assets you'll need are available for download, including "before-and-after" files demonstrating initial setup and proper completion for every exercise.

目次

HOUR 1: Introducing Unreal Engine 4 1 Installing Unreal 2 Creating Your First Project 4 Learning the Interface 7 View Modes and Visualizers 14 Playing a Level 16 Summary 17 Q&A 18 Workshop 18 Exercise 19 HOUR 2: Understanding the Gameplay Framework 21 Available Resources 21 Asset References and the Reference Viewer 29 Gameplay Framework 30 Summary 35 Q&A 35 Workshop 35 Exercise 36 HOUR 3: Coordinates, Transforms, Units, and Organization 37 Understanding Cartesian Coordinates 37 Working with Transforms 38 Assessing Units and Measurements 42 Organizing a Scene 45 Summary 50 Q&A 51 Workshop 51 Exercise 52 HOUR 4: Working with Static Mesh Actors 53 Static Mesh Assets 53 Static Mesh Editor 54 Viewing UV Layouts 57 Collision Hulls 59 Static Mesh Actors 66 Summary 73 Q&A 73 Workshop 73 Exercise 74 HOUR 5: Applying Lighting and Rendering 75 Learning Light Terminology 75 Understanding Light Types 76 Using Light Properties 82 Building Lighting 83 Summary 87 Q&A 87 Workshop 87 Exercise 88 HOUR 6: Using Materials 89 Understanding Materials 89 Physically Based Rendering (PBR) 90 Material Input Types 91 Creating Textures 94 Making a Material 96 Summary 105 Q&A 105 Workshop 106 Exercise 107 HOUR 7: Using Audio System Elements 109 Introducing Audio Basics 109 Using Sound Actors 112 Controlling Sounds with Audio Volumes 119 Summary 120 Q&A 120 Workshop 121 Exercise 122 HOUR 8: Creating Landscapes and Foliage 123 Working with Landscapes 123 Sculpting Shapes and Volumes 127 Using Foliage 133 Summary 136 Q&A 136 Workshop 137 Exercise 137 HOUR 9: World Building 139 Building Worlds 140 World Building Process 141 Summary 157 Q&A 157 Workshop 158 Exercise 159 HOUR 10: Crafting Effects with Particle Systems 161 Understanding Particles and Data Types 161 Working with Cascade 162 Using Common Modules 168 Setting Up Materials for Particles 172 Triggering Particle Systems 176 Summary 177 Q&A 177 Workshop 178 Exercise 179 HOUR 11: Using Skeletal Mesh Actors 181 Defining Skeletal Meshes 181 Importing Skeletal Meshes 186 Learning Persona 191 Using Skeletal Mesh Actors 199 Summary 201 Q&A 201 Workshop 202 Exercise 202 HOUR 12: Matinee and Cinematics 203 Matinee Actors 203 Matinee Editor 206 Curve Editor 212 Working with Other Tracks 215 Working with Cameras in Matinee 216 Summary 220 Q&A 220 Workshop 221 Exercise 222 HOUR 13: Learning to Work with Physics 223 Using Physics in UE4 223 Simulating Physics 227 Using Physical Materials 230 Working with Constraints 234 Using Force Actors 239 Summary 241 Q&A 241 Workshop 242 Exercise 242 HOUR 14: Introducing Blueprint Visual Scripting System 245 Visual Scripting Basics 245 Understanding the Blueprint Editor 247 Fundamental Concepts in Scripting 252 Summary 264 Q&A 264 Workshop 265 Exercise 266 HOUR 15: Working with Level Blueprints 269 Actor Collision Settings 271 Assigning Actors to Events 272 Assigning Actors to Reference Variables 274 Summary 284 Q&A 284 Workshop 285 Exercise 286 HOUR 16: Working with Blueprint Classes 287 Using Blueprint Classes 287 The Blueprint Editor Interface 289 Working with the Components 291 Working with the Timeline 296 Scripting a Pulsating Light 300 Summary 307 Q&A 308 Workshop 308 Exercise 309 HOUR 17: Using Editable Variables and the Construction Script 311 Setting Up 311 Making Editable Variables 312 Using the Construction Script 314 Summary 321 Q&A 321 Workshop 322 Exercise 323 HOUR 18: Making Key Input Events and Spawning Actors 325 Why Spawning Is Important 325 Creating a Blueprint Class to Spawn 326 Setting Up the Spawner Blueprint 329 Spawning an Actor from a Class 332 Summary 336 Q&A 336 Workshop 336 Exercise 337 HOUR 19: Making an Action Encounter 341 Project Game Modes 341 Knowing Characters' Abilities 342 Using Blueprint Classes 344 Actor and Component Tags 350 Summary 351 Q&A 351 Workshop 352 Exercise 352 HOUR 20: Creating an Arcade Shooter: Input Systems and Pawns 355 Identifying Requirements with a Design Summary 356 Creating a Game Project 356 Creating a Custom Game Mode 359 Creating a Custom Pawn and Player Controller 361 Controlling a Pawn's Movement 365 Setting Up a Fixed Camera 371 Summary 373 Q&A 373 Workshop 374 Exercise 375 HOUR 21: Creating an Arcade Shooter: Obstacles and Pickups 377 Creating an Obstacle Base Class 378 Making Your Obstacle Move 381 Damaging the Pawn 384 Restarting the Game on Death 388 Creating a Health Pickup 391 Creating an Actor Spawner 397 Cleaning Up Old Obstacles 403 Summary 403 Q&A 404 Workshop 405 Exercise 405 HOUR 22: Working with UMG 407 Creating a Widget Blueprint 407 Navigating the UMG Interface 408 Creating a Start Menu 413 Sample Menu System 425 Summary 426 Q&A 426 Workshop 427 Exercise 427 HOUR 23: Making an Executable 429 Cooking Content 429 Packaging a Project for Windows 430 Resources for Android and iOS Packaging 435 Accessing Advanced Packaging Settings 436 Summary 437 Q&A 438 Workshop 438 Exercise 439 HOUR 24: Working with Mobile 441 Developing for Mobile Devices 442 Using Touch 454 Using a Device's Motion Data 459 Summary 462 Q&A 462 Workshop 463 Exercise 464 Index 465

「Nielsen BookData」 より

関連文献: 1件中  1-1を表示

詳細情報

ページトップへ