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ویرایش:
نویسندگان: Benjamin Carnall
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تعداد صفحات: [635]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
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در صورت تبدیل فایل کتاب Unreal Engine 4.X By Example به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب Unreal Engine 4.X به عنوان مثال نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
با استفاده رایگان از Unreal Engine 4، برای هر توسعهدهنده بازی مشتاق، به سرعت به محبوبترین موتور بازی در صنعت توسعه امروزی تبدیل میشود. این موتور مجموعهای از ویژگیهای غنی را ارائه میکند که میتوان آن را با استفاده از C++ سفارشی کرد و بر اساس آن ساخت. این کتاب نحوه کار با مجموعه ابزار Unreal Engine را از اصول اولیه ویرایشگر و سیستم اسکریپت بصری تا ایجاد عمیق محتوا در سطح پایین با استفاده از C++ را پوشش میدهد.
این کتاب مهارت های مورد نیاز برای ایجاد عناوین بازی های غنی، جذاب و پیشرفته را با Unreal Engine 4 در اختیار شما قرار می دهد. این کتاب شما را در ساخت چهار پروژه بازی منحصر به فرد راهنمایی می کند که به گونه ای طراحی شده اند که برای استفاده از موتور آماده باشید. قابلیت های توسعه غنی شما نه تنها یاد خواهید گرفت که از ابزارهای بصری موتور استفاده کنید، بلکه از مجموعه ویژگی های برنامه نویسی گسترده و قدرتمند Unreal Engine 4 نیز استفاده کنید.
آنچه خواهید آموخت. از C++ با Unreal Engine برای تقویت پتانسیل توسعه هر پروژه Unreal Engine استفاده کنید با طرح سیستم اسکریپت بصری، گردش کار و ایجاد محتوا را بسیار بهبود بخشید با استفاده از ویرایشگر داخلی Unreal Engines، دنیای بازی های جالبی را طراحی، آزمایش و پیاده سازی کنید یک تیراندازی اول شخص شبکه ای و غنی بسازید که بتوانید با دیگران از طریق LAN بازی کنید جهان های بازی طراحی محور بسازید که مطابق با نیازهای ایده های بازی شما باشد دنیای بازی خود را با ایجاد و اصلاح سایه بان های بصری به نام متریال رنگ آمیزی کنید با استفاده از مجموعه ابزار انیمیشن و مواد، دانش سایر رشته های توسعه بازی را به دست آورید پروژه های بازی غنی از ویژگی ها را با کیفیت بصری و مجموعه ویژگی های پیچیده ایجاد کنید درباره نویسندهبنجامین کارنال یک برنامه نویس مشتاق و متعهد است که عشق به حل مسئله او را به دنیای توسعه بازی سوق داد. او از فرصت هایی برای یادگیری روش های جدید و جالب برای ایجاد تجربه های گیم پلی برای دیگران لذت می برد. بن سفر خود را با توسعه بازی در سال 2012 و پس از فارغ التحصیلی از مدرسه طراحی رسانه با دیپلم در بازی های تعاملی آغاز کرد. او سپس در سال 2014 با مدرک کارشناسی مهندسی نرم افزار از همان دانشگاه فارغ التحصیل شد. از آن زمان، بن خود را در جامعه توسعه بازی نیوزلند غوطه ور کرده است – با شروع به عنوان یک پیمانکار برنامه نویسی و کار بر روی عناوین مختلف در اطراف اوکلند. سپس به عنوان مدرس در مدرسه طراحی رسانه شروع به کار کرد و برنامه نویسی گرافیک برای بازی ها، برنامه نویسی فیزیک برای بازی ها و توسعه سونی پلی استیشن را در مقطع کارشناسی تدریس کرد. اخیراً، بن به عنوان برنامه نویس برای استودیو Aroura44 کار می کند و عنوانی به نام Ashen را توسعه می دهد.
فهرست مطالب. مقدمه ای بر Unreal Engine 4 نقشه ها و بشکه ها - اولین بازی شما طرح اولیه، انیمیشن و صدا پیشرفته Unreal Engine، C++، و شما ارتقا فعال شد – ساخت Bounty Dash با C++ Power Up برای شخصیت شما، Power Up برای کاربر Boss Mode فعال شد – روبات های غیرواقعی هوش مصنوعی پیشرفته و Unreal RendWith Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today's development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine's tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++.
This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine's rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.
What you will learn Use C++ with Unreal Engine to boost the development potential of any Unreal Engine project Vastly improve workflow and content creation with the visual scripting system blueprint Design, test, and implement interesting game worlds using Unreal Engines built-in editor Build a networked, feature-rich first person shooter that you can play with others over LAN Build design-centric game worlds that play to needs of your game ideas Paint your game worlds via the creation and modification of visual shaders called materials Gain knowledge of other game development disciplines through the use of the Animation and Material tool sets Create feature-rich game projects with a sophisticated visual quality and feature set About the AuthorBenjamin Carnall is an enthusiastic and dedicated programmer whose love for problem solving led him to the world of game development. He relishes opportunities to learn new and interesting ways to create gameplay experiences for others. Ben began his journey with Game Development in 2012, after he graduated from Media Design School with a diploma in interactive gaming. He then went on to graduate from the same university with a bachelors of software engineering in 2014. Since then, Ben has immersed himself in the Game Development community of New Zealand—starting out as a programming contractor and working on various titles around Auckland. He then began to work as a lecturer at Media Design School and taught Graphics programming for games, Physics programming for games, and Sony PlayStation development at the bachelors level. Most recently, Ben has been working as a programmer for the studio Aroura44, developing a title called Ashen.
Table of Contents Introduction to Unreal Engine 4 Blueprints and Barrels – Your First Game Advanced Blueprint, Animation, and Sound Unreal Engine, C++, and You Upgrade Activated – Making Bounty Dash with C++ Power Ups for Your Character, Power Ups for the User Boss Mode Activated – Unreal Robots Advanced AI and Unreal RendUnreal Engine 4.X By Example Credits About the Author About the Reviewer www.PacktPub.com eBooks, discount offers, and more Why subscribe? Preface What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support Downloading the example code Downloading the color images of this book Errata Piracy Questions 1. Introduction to Unreal Engine 4 Navigating this book Game Projects you say? Installing Unreal Engine 4 Creating your first project! Navigating the Unreal Engine UI Creating a basic actor Objects, Actors, Pawns, and Characters Adding components to your Actor The component hierarchy Modifying components 3D transformation and axis Adding the Unreal factor Pre-Built projects as a learning resource Summary 2. Blueprints and Barrels – Your First Game Creating your first Blueprint The Blueprint window Working with Blueprints Blueprint elements Graphs Functions Macros Variables Event dispatchers Modifying the Hello Sphere Blueprint Working with Blueprint graphs Compiling Blueprints Using Blueprint variables Utilizing the Blueprint palette Blueprint meta-data and string manipulation Creating the Barrel Hopper project! Creating our Character Bringing our character to life Giving our character a mesh Creating the character's camera Game modes and how to make them Creating and receiving input events Creating the input Events Receiving input events Tweaking the character movement component Building the level! Camera tips and tricks Camera settings Controlling the camera Creating the level Blocking geometry Geometry Brushes and how to use them Placing the geometry Converting a geometry Brush to a static mesh Applying materials to geometry brushes Level building and trigonometry! Getting our barrels rolling Applying physics to objects Barrel spawners and Blueprint timers Creating Blueprint variables Event tick Branch nodes Trigger volumes and destroying Actors Debugging our Blueprints Masking our destruction with particles Respawning the player Delay nodes Player controllers Hit Events Summary 3. Advanced Blueprint, Animation, and Sound Cleaning up shop Logic flow Using a sequence Creating custom cameras Where do we spawn the camera? Spawning the camera object Setting the Target View Respawning the player with a Blueprint function Creating the Blueprint function Animation with UE4 Animation Conventions Animation Blueprints Importing and exporting animation assets Creating your first animation Blueprint Navigating animation Blueprints The toolbar Populating the Animation graph Working with state machines State nodes Transition Rules Playing animations from within states Finishing our state machine The Animation Blueprint Event graph Getting our character running Working with Blendspaces Creating the running Blendspace Utilizing the running Blendspace Creating your first sound scape Importing sounds and sound cues Working with sound cues Sound modification Playing sounds via animation notifications Working with animation assets Notifies Curves Additive layers Statistics bar Placing the animation notifies Finishing our soundscape Exploding barrels Players death rattle Looping level sound Adding the finishing touches to Barrel Hopper Ragdolls and Event dispatchers Creating a basic HUD Making the HUD object Drawing the in game HUD Making the font Parsing information to and setting the HUD An end goal for the player, the chapter, and the project Summary 4. Unreal Engine, C++, and You UE and C++ Why use C++ Polymorphism, virtual inheritance and templates Hello World for C++ Exploring your first code class Accommodating for the Unreal Build Tool Pre-Compile macros and you Breaking down the rest of the header file The default constructor and include list Virtual functions and calling the parent Adding components and object creators Construction helpers and object finders Building the code Adding Fire Particles and Hot Compilation Setting the sphere on fire Hot Compilation Hello world text and receiving events through delegates Adding the 3D text Delegates and Events Polishing the sphere Changing materials via C++ Extending C++ into Blueprint Extending a class with no macro specifier support Extending a class with macro specifier support Defining a class with macro specifiers Working with code created components Blueprint native events and you! Overriding a BlueprintNativeEvent Summary 5. Upgrade Activated – Making Bounty Dash with C++ Creating a C++ character Create the C++ project The UE4 object hierarchy Creating the Character What we have been given What we are going to need BountyDashCharacter's members BountyDashCharacters methods Constructing the Character Borrowing from the old to make the new Assigning Blueprints in code with generated classes Setting up the components Assuming default control Writing the begin Play function Getting In-Editor objects using the Game World Sorting TArrays with Lambdas Setting up inputs in C++ Binding actions How our Character is going to Tick Compile time Creating the C++ world objects Converting BSP brushes to a static mesh Smoke and mirrors with C++ objects Modifying the BountyDashGameMode BountyDashGameMode class definition BountyDashGameMode function definitions Getting our game mode via Template functions Coding the floor Floor class definition Floor function definitions AFloor::AFloor() constructor AFloor::Tick() Placing the Floor in the level! Creating the obstacles Spawning actors from C++! Obstacle Spawner class definition Obstacle Spawner function definitions Getting information from components in C++ Ensuring the Obstacle Spawner works Minting the coin object Coin class definition Coin function definitons Making the coin Blueprint! Making it rain coins, creating the coin spawner Coin Spawner class Definition Coin Spawner function definitions Testing what we have so far! Creating the interactions between the world objects Pushing the Character ABountyDashCharacter Collision functions Pushing the character back Picking up coins Coin collision Summary 6. Power Ups for Your Character, Power Ups for the User Cleaning up shop and object hierarchies BountyDashObject Modifying existing objects Creating a Plug-in with C++ Modules and code files The anatomy of a plugin Describing a plugin PowerUpPlugin.uplugin Working with our first plugin module PowerUpPlugin.Build.cs Declaring the PowerUpPlugin code module Adding the PowerUp object Using our plugin in engine Creating the BountyDashPowerUp object Incorporating power-ups into Bounty Dash Modifying the Coin Spawner Build, run, and test! Colliding with power ups Powering up the character Reducing the game speed Making the coin magnet How to create, load and smash Destructible Meshes Creating HUDs using C++ ABountyDashHUD Getting information from our objects Setting the HUD class in the game mode Implementing a custom DrawHUD function Completing the Bounty Dash game loop! The beginning of the end and pausing the game Pausing the Game Restarting the game Drawing the game over text Finishing the wall of death and polishing the project Making the wall of death Making the new floor mesh ADestroyedFloorPiece Modifying the AFloor object Bells, whistles and explosions Playing sound from C++ Playing particles from C++ Getting the character to run The last bit of concealer Summary 7. Boss Mode Activated – Unreal Robots Setting up the project The first-person character Importing what we need Beginning the FPC Establishing a FPC aim/movement Defining the FPC constructor Defining the FPC move and aim functions Creating the input bindings Binding the inputs Abstracting a BM character into Blueprint Setting a Blueprint object as the default pawn in a C++ game mode Testing what we have! Adding a custom HUD and drawing a cross hair BMHUD class definition Defining the BMHUD Creating the projectile Defining the Projectile Initializing the Projectile Colliding with the Projectile Subclass templates and firing the projectile Modifying BMCharacter accommodate for the projectile Creating the FPProjectile Blueprint Modifying FPCharacter Unreal Robots AI breakdown Preparing your project for AI intergration Creating the AI character base class Creating your first AI controller Behavior tree breakdown and logic flow What are blackboards? Creating a basic behavior tree and black-board! Setting up the blackboard The behavior tree Editor Setting up the behavior Tree Creating a custom task via blueprint Creating a custom decorator using blueprint Creating a custom service using C++ Defining the BMArgoCheck class Advanced collision in UE4 Defining the service tick Adding the C++ service to the BossBT Integrating the AI Character Creating a custom object collision channel Modifying the level to support AI What is a navigation mesh Adjusting the NavMesh generation settings Placing a NavMesh in the scene Placing the AI in the level and testing Summary 8. Advanced AI and Unreal Rendering Expanded AI and tracking projectiles Tracking projectiles and you Creating the line trace Preparing the projectile Creating the custom channel and testing the tracking! Expanded AI Damage in UE4 Boss state and enums in blackboard! Interpreting our C++ enum in Blackboard Modifying the BossBT to support Boss States Debugging BossBT to check Blackboard values Upgrading the ABMIController Tracking to the player Testing what we have so far Arming the boss Adding the Turret boss state The Final Behaviour State BMRandomMoveTo Finishing the BossBT AI Complete Rendering in UE4 UE4 Materials What are materials Physically Based Rendering The Material editor The Toolbar The Viewport The Graph and Base material node The Details panel The stats panel The Palette Starting the Boss outer material Your first material expression and color channels Applying a Normal Map and the texture viewer Emissive color and masks Adding more detail and advanced material use Texture UV's and adding normals Functions of time within materials and pulsing glow Making the Boss inner material Setting up what we know Masking values based on UV Applying the material to the Boss Summary 9. Creating a Networked Shooter Creating the project Adding a marketplace package Network multiplayer theory Networking patterns Peer to Peer (P2P) Client/server UE4 Networking Dedicated or listen servers UE4 replication Network role Remote Procedure Calls (RPCs) Types of RPC Defining RPCs Net ownership, player controllers and game modes Starting the networked First Person Shooter Preparing the NS project Making a networked player character NSCharacter visual and audio assets Player states and networking Finishing the Player class definition Writing the ANSCharacter RPCs Defining the ANSCharacter functions Dynamic materials and material parameters Getting the player to shoot… online Taking damage and UE4 timers Cleaning up shop Preparing the ANSCharacter blueprint Preparing the third-person Mesh Creating the force feedback asset Custom collision channel Highlighting the VectorParameter that drives team color Making the fire montage assets Tying it all together Testing the multiplayer with a PIE session! Spawn points and spawning the players Defining the ANSSpawnPoint class ANSSpawnPoint function definitions Game modes and servers Game mode class definition Construction the Game mode and Finding Spawn points Ending the Game and ticking the game mode Connecting players Spawning the players Respawning the player Preparing our game map Testing our game functionality Drawing the HUD and preparing the lobby Creating the GameState Drawing in the HUD Testing our Game Summary 10. Goodbyes and Thank yous Packaging a project Build Targets Build configuration Compiler specific building to configuration Packaging NS Testing the NS package Creating the listen server instance Console commands Connecting to the local host Profiling using the console commands Console visualizations Wrapping up the NS project What we have learned so far The Editors Blueprints Unreal animation C++ Artificial Intelligence Unreal Rendering Unreal networking! Summary Index