目錄(85章)
倒序
- coverpage
- Unreal Engine Game Development Cookbook
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Sections
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Getting Acquainted with the UE4 Interface
- Introduction
- Installing UE4 and folder structure
- UI overview
- Navigating the viewport
- The Content Browser overview
- Importing your own content
- Chapter 2. Level Design – Building Out Levels or Greyboxing
- Introduction
- Building a room
- Building out a level
- Applying materials to geometry brushes
- Converting brushes to static meshes or volumes
- Chapter 3. Creating Quality Interior Environments
- Introduction
- Placing static meshes
- Placing a particle system
- Using Groups
- Meshing an example map
- Adding life to static meshes
- Chapter 4. Building the Great Outdoors – Exterior Environments
- Introduction
- Creating a landscape
- Building an exterior level using the Sculpt mode
- Creating rivers with the Flatten tool
- Placing trees and rocks using the Foliage tool
- Streaming levels
- Chapter 5. Lights Camera Action – Cinematics
- Introduction
- An introduction to Matinee
- Creating an opening cutscene
- Playing a Matinee via Blueprints
- Preventing a player from moving via cinematic mode
- Chapter 6. Lighting and Shadows
- Introduction
- Lighting overview – learning the types of lights
- Adding moveable lights – flashlight part 1
- Creating a Day/Night cycle
- Chapter 7. Art Pipeline – Working with Materials
- Introduction
- Creating a custom material
- Creating a mirror material
- Using Textures and normal maps with Materials
- Creating glowing materials with static emissive lighting
- Seeing through walls
- Chapter 8. Blueprint Scripting – Level Effects
- Introduction
- Building a flickering light
- Converting from Level to Class Blueprints
- Using Trigger Volumes – opening a door using Matinee
- Adding to an existing Blueprint – flashlight part 2
- Creating a Health/Damage system part 1 – taking damage
- Chapter 9. C++ Programming – Gameplay
- Introduction
- Setting up your development environment
- Displaying text during runtime
- Networking 101 – creating collectables with networking
- Saving or loading games and keyboard input with C++
- Creating custom blueprint nodes
- Chapter 10. User Interface
- Introduction
- Creating a Health/Damage system part 2 – creating a healthbar
- Dynamic enemy healthbars
- Creating a main menu
- Animating a menu
- Chapter 11. Publishing and Deployment
- Introduction
- Packaging your project
- Creating an installer for Windows
- Index 更新時間:2021-07-09 21:19:26
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