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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
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Unreal Engine 4 Game Development Essentials Master the basics of Unreal Engine 4 to build stunning video games Satheesh PV BIRMINGHAM - MUMBAI
Unreal Engine 4 Game Development Essentials Copyright © 2016 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: February 2016 Production reference: 1220216 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. ISBN 978-1-78439-196-6 www.packtpub.com Cover image by Satheesh PV (mindfreak2040@gmail.com) www.it-ebooks.info
Credits Author Satheesh PV Reviewer Omer Shapira Commissioning Editor Edward Bowkett Project Coordinator Dinesh Rathe Proofreader Safis Editing Indexer Rekha Nair Acquisition Editor Kevin Colaco Graphics Jason Monterio Content Development Editor Production Coordinator Deepti Thore Aparna Bhagat Technical Editor Deepti Tuscano Copy Editor Merilyn Pereira Cover Work Aparna Bhagat www.it-ebooks.info
About the Author Satheesh PV is a game programmer living in Mumbai, India. He was selected by Epic Games as one of the closed beta testers for Unreal Engine 4 before its public release. 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. He also created Unreal X-Editor, which was an IDE developed for UnrealScript, the native scripting language of Unreal Engine 3. He is also a moderator at Unreal Engine forums as well as a spotlight member and engine contributor. www.it-ebooks.info
Acknowledgements I am using this opportunity to thank God for giving me talent and a wonderful family, who are my real inspiration. I am grateful to them for their aspiring guidance and continuous support while writing this book. I am thankful to Epic Games for giving out such an amazing Engine to the world for free! You guys are the best! I express my warm thanks to my fiancée Gale Fernandes; without her amazing support and constructive criticism, this book possibly would not have happened. I would also like to thank my brother Rakesh PV for introducing me to the world of games and game technologies. It is through him I learned everything related to games and I am proud to say that he is my first mentor. I wish to extend my deep thanks and gratitude to my good friends Alexander Paschall (Epic Games) and Chance Ivey (Epic Games) and also to my best friend Reni Dev, with whom I created my first game. I also wish to thank my dear friend and C++ mentor, Nathan Iyer (Rama) for his great support. With his amazing articles and examples on C++, he has taught many (including me) in the Unreal Community. He was kind enough to review my C++ chapter, point out mistakes and gave honest feedbacks including spending his valuable time to remove some technical discrepancies. Thank you so much Rama! You can visit his website at: http://ue4code.com/ Finally, I would like to thank Vasundhara Devi and Lucy Fernandes for giving me all those joyous moments that put a smile on my face. Thank you moms! I love you. www.it-ebooks.info
About the Reviewer Omer Shapira is an artist, software developer, and virtual reality researcher. He has worked on Game Engine projects for Nike, Google, Microsoft, Disney, Universal Pictures, and Samsung. His projects and collaborations have been exhibited at Sundance Festival, The Atlantic, The New York Times, The Guardian, Wired, Adage, and Eyebeam, and have won awards from Tribeca Film Festival, Ars Electronica, the Art Directors Club, and The Webbys. Omer is currently head of virtual reality and game engines at Fake Love, an experiential design studio. Previously, he worked as a developer at Framestore, The NYU Media Research Lab, and the MIT Media Lab, and as a filmmaker and VFX artist for Channel 10. Omer studied mathematics at Tel Aviv University and human-computer interaction at New York University. Omer's four-dimensional video game, Horizon (written in Unreal Engine), will be released in 2017. You can find him at omershapira.com. I'd like to thank the people who contributed the most to my ability to write game engines: Ken Perlin, Casey Muratori, Jonathan Blow, Fred Ford, and Paul Reiche III. I'd like to thank Surya Mattu and Jenn Schiffer for being good parents, and my cat, Nitzu. www.it-ebooks.info
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