更新时间:2021-07-16 17:48:14
封面
Title Page
Copyright and Credits
Mastering Game Development with Unreal Engine 4 Second Edition
Dedication
Packt Upsell
Why subscribe?
Packt.com
Contributors
About the author
About the reviewer
Packt is searching for authors like you
Preface
Who this book is for
What this book covers
To get the most out of this book
Download the example code files
Download the color images
Conventions used
Get in touch
Reviews
Making a C++ Project for a First-person Shooter
Introduction
Technical requirements
Building the FPS C++ project
Installing and building UE4
Running the editor and picking a template
Building and running the game project
Modifying our game with C++
Overriding the character class
Editing our class in VS and hot-reloading the editor
Summary
Questions
Further reading
Inventory and Weapons for the Player
Adding the Weapon and Inventory classes
Creating our Weapon class
Converting the existing gun
Creating an inventory and adding a default gun
Adding a WeaponPickup class
Creating a new actor class
Setting up our blueprints
Back to code to finish up
Putting our inventory to use
Adding controls to cycle weapons
Adding swapping of weapons to our character
Bringing it all together
Blueprint Review and When to Use BP Scripting
Blueprint review and Blueprint-only games
Blueprint overview
Blueprint-only games – is this right for you?
Blueprint scripting and performance
Blueprint scripting example – moving platform and elevator
Blueprint tips tricks and performance hits
U.I. Necessities Menus HUD and Load/Save
Integrating UMG into our player's HUD class
Building icons for the inventory with screen captures
Using UMG to display inventory icons on screen
Synchronizing your inventory and HUD
Using UMG and game save slots
Creating a widget for save slots
Creating a save game file
Save and load from our menu
Adding Enemies!
Creating an AI controller and a basic brain
Proving out the basics
Adding C++ decision making to the behavior tree
Attacking the player
More polished combat – spawn points hit reactions and dying
Spawn points for enemy placement
Hit reactions and dying
Notes on load/save
Changing Levels Streaming and Retaining Data
Traditional level loading
The basics
Using load/save to transition
Perchance to stream?
Streaming advantages and disadvantages