Beginning Unreal Engine 4 Blueprints Visual Scripting - Satheesh PV

Beginning Unreal Engine 4 Blueprints Visual Scripting

Using C++: From Beginner to Pro

(Autor)

Buch | Softcover
165 Seiten
2020 | 1st ed.
Apress (Verlag)
978-1-4842-6395-2 (ISBN)
58,84 inkl. MwSt
Discover how Unreal Engine 4 allows you to create exciting games using C++ and Blueprints. This book starts with installing, launching, and examining the details of Unreal Engine.  



Next, you will learn about Blueprints and C++ and how to leverage them. The following chapters talk in detail about gameplay, basic physics, and ray-casting for game development in Unreal Engine. Furthermore, you’ll create material, meshes, and textures.  



The last chapter brings all the concepts together by building a demo game. By the end of the book, you’ll be equipped with the know-how and techniques needed to develop and deploy your very own game in Unreal Engine. 



What You Will Learn





Discover Blueprints and how to apply them in Unreal Engine 4
Get started with C++ programming in Unreal Engine 4
Apply the concepts of physics and ray-casting
Work with the Gameplay Framework

Who This Book Is For 



Beginners interested in learning Blueprints visual scripting and C++ for programming games in Unreal Engine 4 would find this book useful.

Satheesh Pv is a game programmer living in Mumbai, India. He started his career as a game developer in 2012 by making a first-person multiplayer game with his brother and close friend using Unreal Development Kit and created Unreal X-Editor, which was an IDE developed for UnrealScript, the native scripting language of Unreal Engine 3. He was selected by Epic Games as one of the closed beta testers for Unreal Engine 4 before its public release. He is also a moderator at Unreal Engine forums as well as a spotlight member and Engine contributor.

Chapter 1:  Introduction to Unreal Engine 4.- Chapter 2:  Introduction to Blueprints.- Chapter 3: C++ and Unreal Engine.- Chapter 4: Gameplay Framework.- Chapter 5: Basic Physics and Raycasting.- Chapter 6: Importing Meshes, Textures, and Creating Materials.- Chapter 7: Project: Demo Game.

Erscheinungsdatum
Zusatzinfo 1 Illustrations, color; 134 Illustrations, black and white; XIII, 165 p. 135 illus., 1 illus. in color.
Verlagsort Berkley
Sprache englisch
Maße 155 x 235 mm
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-4842-6395-2 / 1484263952
ISBN-13 978-1-4842-6395-2 / 9781484263952
Zustand Neuware
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