About the Editor |
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xv | |
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Chapter 1 Introduction to Unreal Engine |
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1 | (18) |
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5 | (1) |
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Ue Characteristics And Frequent Usage |
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6 | (3) |
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8 | (1) |
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Downloading And Installing |
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9 | (3) |
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The Directory Structure of Windows |
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12 | (1) |
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DirectXRedist for Windows |
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12 | (1) |
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13 | (1) |
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13 | (1) |
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14 | (1) |
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15 | (1) |
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16 | (3) |
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Chapter 2 Start of the Work with Unreal Engine |
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19 | (68) |
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Introduction To The Editor |
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20 | (1) |
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20 | (3) |
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23 | (4) |
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The Menu Bar and the Tab Bar |
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24 | (3) |
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27 | (2) |
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29 | (5) |
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34 | (3) |
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37 | (2) |
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39 | (2) |
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41 | (1) |
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42 | (2) |
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44 | (10) |
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45 | (1) |
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45 | (1) |
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Changes to Your C++ Class |
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46 | (2) |
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Compile and Test C++ Code |
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48 | (1) |
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49 | (5) |
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The First Steps in Creating a Game |
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54 | (21) |
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55 | (1) |
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55 | (1) |
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Taking over an Established Project |
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55 | (1) |
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Structure of the Project's Directory |
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56 | (1) |
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56 | (1) |
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56 | (1) |
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Creating the Game's Project |
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57 | (1) |
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58 | (1) |
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Brushes Using Default BSP Forms |
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59 | (2) |
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61 | (1) |
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BSP Brushes Are Being Used to Block Out the Rooms |
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62 | (1) |
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62 | (1) |
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63 | (2) |
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65 | (3) |
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68 | (2) |
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70 | (1) |
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71 | (1) |
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72 | (3) |
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In Visual Studio, Install the Unreal Engine |
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75 | (5) |
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75 | (1) |
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Building an Unreal Project |
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76 | (1) |
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Opening the Project in Visual Studio |
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76 | (1) |
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76 | (1) |
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C++ Class Wizard for Adding Code to Projects |
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76 | (1) |
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77 | (1) |
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Project Launching in the Development Environment |
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78 | (1) |
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78 | (1) |
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Installing Visual Studio for Unreal Engine |
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78 | (2) |
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80 | (1) |
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80 | (1) |
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Using the Content Browser |
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81 | (1) |
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81 | (6) |
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82 | (1) |
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Asset Renaming and Transfer |
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82 | (1) |
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83 | (1) |
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Reducing Source Control Contingency |
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84 | (1) |
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Copying Assets to Other Projects |
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84 | (1) |
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84 | (3) |
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Chapter 3 Using Blueprints |
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87 | (48) |
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What Exactly Is Visual Scripting? |
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87 | (2) |
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Programming Vs. Blueprints |
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89 | (1) |
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89 | (4) |
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How Do Blueprints Function? |
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90 | (1) |
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Blueprint Types Most Commonly Used |
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90 | (1) |
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What Else Can Blueprints Be Used for? |
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91 | (1) |
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Make a Playable Video Game Character |
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92 | (1) |
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92 | (1) |
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Graphs and Blueprint Editors |
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93 | (1) |
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Developing Blueprint Classes |
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93 | (9) |
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Blueprint Asset Creation in the Content Browser |
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93 | (1) |
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Making Use of the Add New Button |
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94 | (1) |
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Making Use of the Asset View |
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94 | (1) |
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Making Use of the Asset Tree |
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94 | (1) |
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95 | (1) |
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96 | (1) |
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96 | (1) |
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97 | (1) |
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97 | (1) |
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98 | (1) |
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Nodes That Are Collapsing |
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99 | (1) |
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100 | (1) |
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101 | (1) |
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Overview of the Blueprint |
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102 | (2) |
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104 | (2) |
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106 | (3) |
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109 | (11) |
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The Syntax for Advanced Search |
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110 | (1) |
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111 | (1) |
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111 | (1) |
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112 | (1) |
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112 | (1) |
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113 | (1) |
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Using Assets, Create a Blueprint |
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113 | (1) |
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Putting Blueprints in Different Levels |
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113 | (1) |
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Putting Blueprint Nodes in Place |
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114 | (1) |
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Blueprint Node Connections |
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115 | (1) |
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115 | (1) |
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Combining Blueprints with C++ |
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115 | (1) |
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Why Do Projects Still Require Traditional Programming and Programmers? |
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116 | (4) |
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The Benefits of Blueprints |
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120 | (1) |
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121 | (2) |
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Blueprint and C++ Compatibility |
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123 | (2) |
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Data and Logic in Gameplay |
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123 | (2) |
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125 | (2) |
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Benefits of the C++ Class |
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126 | (1) |
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Advantages Of The Blueprint Class |
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127 | (1) |
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Blueprint to C++ Conversion |
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128 | (1) |
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Concerns About Performance |
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128 | (2) |
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130 | (3) |
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Blueprints Programming Guidelines |
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133 | (2) |
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Chapter 4 Blackboard and Behavior Tree with AI |
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135 | (22) |
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Artificial Intelligence (AI) |
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135 | (22) |
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136 | (1) |
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What Exactly Is a Controller? |
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137 | (1) |
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138 | (1) |
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138 | (1) |
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The Editor of the Behavior Tree |
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139 | (1) |
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What Exactly Are Tasks and Composites? |
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139 | (1) |
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Moving to an Unpredictable Location |
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140 | (1) |
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141 | (1) |
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141 | (1) |
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Making a Target Location Key |
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142 | (1) |
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What Exactly Is a Service? |
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142 | (1) |
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142 | (1) |
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Creating a Location at Random |
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143 | (1) |
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144 | (1) |
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Executing the Behavior Tree |
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144 | (1) |
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Constructing AI Perception |
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145 | (1) |
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146 | (1) |
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146 | (1) |
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147 | (1) |
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Developing an Attack Task |
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148 | (1) |
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149 | (2) |
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151 | (1) |
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The Use of Observer Aborts |
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152 | (1) |
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153 | (1) |
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The Fundamentals of Behavior Trees |
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154 | (1) |
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Advantages of Behavior Trees |
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155 | (2) |
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Chapter 5 Multiplayer Basics |
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157 | (50) |
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Multiplayer and Networking |
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157 | (1) |
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157 | (12) |
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Plan Ahead of Time for Multiplayer |
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158 | (1) |
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Client-Server Architecture |
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159 | (1) |
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Example of Client-Server Gameplay |
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160 | (2) |
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Basic Networking Concepts |
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162 | (1) |
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Types of Network Modes and Servers |
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163 | (1) |
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164 | (2) |
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Role and Authority in the Network |
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166 | (1) |
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167 | (1) |
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168 | (1) |
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Replication Using Variables |
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168 | (1) |
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169 | (1) |
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169 | (3) |
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170 | (1) |
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171 | (1) |
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Making A Multiplayer Game in Unreal Engine |
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172 | (6) |
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Is It Challenging to Create a Multiplayer Game on Unreal Engine? |
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172 | (1) |
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Which Platform Are Ideal for UE4 Multiplayer Development? |
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173 | (1) |
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173 | (1) |
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173 | (1) |
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174 | (1) |
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Does the Unreal Engine Support Online Multiplayer? |
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174 | (1) |
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What Game Genres Are Available for Our Unreal Multiplayer Game? |
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174 | (1) |
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Which Is Better for Development: Unreal Engine or Unity Multiplayer? |
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175 | (1) |
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What to Expect during the Development Process? |
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176 | (1) |
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Unreal Engine 4 C++ or Blueprint |
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176 | (1) |
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176 | (2) |
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Cost of Unreal Engine Multiplayer |
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178 | (1) |
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Creating Dedicated Servers |
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178 | (7) |
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179 | (1) |
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2 Configuring a Server Build Target |
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179 | (3) |
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3 Configuring Entry and Default Maps |
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182 | (1) |
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4 Our Project's Packaging |
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183 | (1) |
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5 Launching and Testing Our Dedicated Server |
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184 | (1) |
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185 | (8) |
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Examining the Gameplay Framework |
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185 | (3) |
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188 | (1) |
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188 | (1) |
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189 | (1) |
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189 | (1) |
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190 | (1) |
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190 | (1) |
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191 | (1) |
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Considerations for Join-in-Progress |
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192 | (1) |
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193 | (1) |
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Making Use of Steam Sockets |
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193 | (2) |
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Turning on the Steam Sockets Plugin |
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194 | (1) |
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Using Steam Sockets Functions |
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194 | (1) |
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195 | (6) |
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196 | (1) |
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197 | (1) |
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Configuration Files (.ini) |
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197 | (1) |
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197 | (1) |
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198 | (3) |
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Traveling In Multiplayer Mode |
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201 | (6) |
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Allowing for Uninterrupted Travel |
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203 | (1) |
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204 | (1) |
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Performance and Bandwidth Suggestions |
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204 | (3) |
Appraisal |
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207 | (8) |
Index |
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215 | |