Hello and welcome to "Unreal Engine Blueprint Game Developer"! I'm thrilled to have you join me on this exciting journey into the world of game development using Unreal Engine 4's powerful visual scripting system, Blueprints. Whether you're a complete beginner or someone with prior experience in coding, this book is designed to empower you to create your very own video games without writing traditional code.

First Steps in Unreal Engine 4.
Now that you've installed the engine and created your first project, it's time to take your first steps in this powerful game development environment. In this chapter, we'll explore the basics of navigating the engine, working with assets, and getting started with the fundamental concepts of Unreal Engine 4.
Before we delve into the specifics, let's familiarize ourselves with the Unreal Engine 4 user interface. When you open your project, you'll be greeted by a layout that might seem overwhelming at first, but fear not! With a little guidance, you'll find it's designed to streamline your game development process.
Contents.
Section 1: Introduction & Getting Started.
Chapter 1: Welcome & What You'll Learn.
Chapter 2: Getting Started with Unreal Engine 4.
Chapter 3: First Steps in Unreal Engine 4.
Chapter 4: Viewport Navigation & Transform.
Section 2: Marble Run.
Chapter 5: Blueprint Introduction.
Chapter 6: Referencing Actors in Blueprints.
Chapter 7: Applying Physics to Static Meshes.
Chapter 8: Event Tick & Input Axis Events.
Chapter 9: Getting and Setting Actor Rotations.
Chapter 10: BSP Geometry.
Chapter 11: Converting BSP to Static Mesh.
Chapter 12: Trigger Volumes & Overlap Events.
Chapter 13: Returning Game Time in Seconds.
Chapter 14: Bug Fixing & Code Cleanup.
Chapter 15: Packaging your Game.
Section 3: Crystal Cavern.
Chapter 16: Crystal Cavern Project Setup.
Chapter 17: Level Blockout & Lighting.
Chapter 18: Point Lights, Spot Lights & Sky Lights.
Chapter 19: Blueprint Actor Class.
Chapter 20: Player Pawn.
Chapter 21: Controllers & Possession.
Chapter 22: Game Mode Blueprint Class.
Chapter 23: Applying Physics to Player Pawn.
Chapter 24: Event Graphs & Input Mappings.
Chapter 25: Adding Torque.
Chapter 26: Blueprint Variables.
Chapter 27: BSP Extrude.
Chapter 28: Custom Box Trigger Blueprint.
Chapter 29: Player Camera Manager.
Chapter 30: Emissive Material.
Chapter 31: Destroying Actors on Overlap.
Chapter 32: Timelines.
Chapter 33: Blueprint Functions.
Chapter 34: Multiple Timeline Tracks.
Chapter 35: Blueprint Macros.
Chapter 36: Projectiles.
Chapter 37: Importing FBX files.
Chapter 38: Spawning Actors.
Chapter 39: Exposing Blueprint Variables.
Chapter 40: Animating Meshes with Timelines.
Chapter 41: Applying Damage.
Chapter 42: Collapsing Blueprint Code.
Chapter 43: Macro Libraries.
Chapter 44: Get All Actors Of Class.
Chapter 45: Pure & Impure Functions.
Chapter 46: Working With Arrays.
Chapter 47: Casting.
Section 4: Mars Marine.
Chapter 48: Project Introduction.
Chapter 49: Game Mode & Character Class Setup.
Chapter 50: Assigning Character Meshes.
Chapter 51: Character Movement Input.
Chapter 52: Animation Blueprints.
Chapter 53: State Machine Transition Rules.
Chapter 54: Blendspaces.
Chapter 55: Thumbstick Aiming.
Chapter 56: Thumbstick Deadzone.
Chapter 57: Mouse Aiming.
Chapter 58: Input Switching.
Chapter 59: Attaching Weapon Meshes & FX.
Chapter 60: Spawning Weapon Sound FX.
Chapter 61: Unreal Motion Graphics (UMG).
Chapter 62: UMG Property Bindings.
Chapter 63: AI Navigation.
Chapter 64: Animation Montages.
Chapter 65: Handling Player Death.
Chapter 66: Line Traces.
Chapter 67: Handling AI Death.
Chapter 68: Spawning AI Characters.
Chapter 69: AI Wave Spawning.
Chapter 70: Impact Hits & Health Pickups.
Chapter 71: Wrap Up.
Conclusion.
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