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Beginning Unreal Engine 4 Blueprints Visual Scripting: Using C++: From Beginner to Pro

Beginning Unreal Engine 4 Blueprints Visual Scripting: Using C++: From Beginner to Pro (Paperback)

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Beginning Unreal Engine 4 Blueprints Visual Scripting: Using C++: From Beginner to Pro
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· 제목 : Beginning Unreal Engine 4 Blueprints Visual Scripting: Using C++: From Beginner to Pro (Paperback) 
· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781484263952
· 쪽수 : 165쪽
· 출판일 : 2020-11-26

목차

Chapter 1:  Introduction to Unreal Engine 4
Chapter Goal: The reader is given a brief introduction to Unreal Engine 4 and how to get both binary version and source code version of the Engine. After installing the Engine, we will create a sample project from one of the given templates and learn about the Unreal Editor and its various settings.
Sub -Topics
1. Getting Unreal Engine by Epic Games Launcher
2. Getting Unreal Engine from GitHub and compiling
3. Getting to know more about Unreal Editor

Chapter 2:  Introduction to Blueprints
Chapter Goal: This is an introduction to the visual scripting language of Unreal Engine 4 called Blueprints. The reader will learn about what are Blueprints, the various types of Blueprints, and how to create and use it in a game.
Sub - Topics
1. What are Blueprints?
2. Blueprint types
3. Creating a sample Blueprint

Chapter 3: C++ and Unreal Engine
Chapter Goal: C++ is a powerful language, and in Unreal Engine 4, it is of no exception. In this chapter, we will go through the basics of Unreal C++ by creating C++ classes and accessing various properties and functions in Blueprint and communicating between these two powerful tools.
Sub - Topics:  
1. Creating a new C++ class
2. Exposing variables and functions to Blueprints
3. Calling C++ functions in Blueprints

Chapter 4: Gameplay Framework
Chapter Goal: Introduction to various important gameplay classes that actually make a game. The reader will learn about how to get input from the player and show data to the user through HUD.
Sub - Topics: 
1. Gameplay classes
2. Creating character and controller classes to get input from player
3. Show relevant data to the player through user interface

Chapter 5: Basic Physics and Raycasting
Chapter Goal: Physics is one of the main driving forces behind any game. If you want to interact with an object in the world or to destroy something in the game world, you need raycasting and physics. In this chapter, the reader will learn how to raycast and pickup an item as well as shoot and destroy something in the world.
Sub - Topics: 
1. Physics and raycasting
2. Using raycasting to pick up an item
3. Using physics to destroy something in the game world

Chapter 6: Importing Meshes, Textures, and Creating Materials
Chapter Goal: In this chapter, readers will be introduced to the concept of materials and how to create and use them as well as creating instances to modify the material quickly. The reader will also learn how to import a custom 3D models and textures.
Sub - Topics: 
1. Importing meshes and textures
2. Material types
3. Creating material and material instances
4. Modifying the material at runtime using Blueprints and C++

Chapter 7: Project: Demo Game
Chapter Goal: Using all the above knowledge, we will create a sample game and package it.
Sub - Topics: 
1. Sample game using Blueprints and C++

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인도 뭄바이에 거주하는 게임 프로그래머다. 언리얼 엔진 4의 공개 출시 이전에 에픽에서 클로즈 베타테스터 중 한 명으로 선발됐다. 언리얼 개발 킷을 사용해 2012년 형제 및 친구와 함께 1인칭 멀티플레이어 게임 개발을 시작으로 게임 개발 분야에 뛰어들었다. 또한 언리얼 엔진 3의 네이티브 스크립팅 언어인 언리얼 스크립트(UnrealScript)를 위한 IDE인 언리얼 X-Editor를 개발했다. 그는 언리얼 엔진 포럼의 사회자이자 스포트라이트 멤버며, 엔진 기여자다.
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