Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Arrow up icon
GO TO TOP
Unreal Engine 4.X By Example

You're reading from   Unreal Engine 4.X By Example An example-based practical guide to get you up and running with Unreal Engine 4.X

Arrow left icon
Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
 Carnall Carnall
Author Profile Icon Carnall
Carnall
Arrow right icon
View More author details
Toc

Table of Contents (17) Chapters Close

Unreal Engine 4.X By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. Introduction to Unreal Engine 4 2. Blueprints and Barrels – Your First Game FREE CHAPTER 3. Advanced Blueprint, Animation, and Sound 4. Unreal Engine, C++, and You 5. Upgrade Activated – Making Bounty Dash with C++ 6. Power Ups for Your Character, Power Ups for the User 7. Boss Mode Activated – Unreal Robots 8. Advanced AI and Unreal Rendering 9. Creating a Networked Shooter 10. Goodbyes and Thank yous Index

Chapter 8. Advanced AI and Unreal Rendering

Great job on creating the beginnings of your boss AI and the first person character in Chapter 7! In this chapter we will be utilizing advanced concepts of the AI and projectile systems to expand both of these objects to match the feature set we described in the previous chapter. The other purpose of this chapter is to expose you to the rendering systems found within UE4. We will be learning how to create custom material for our boss character that utilizes some of the advanced properties of the UE4 rendering system.

We will also cover some basic graphics programming theory that will assist in understanding what's happening under the hood. When working with any graphics system it is always important to have a firm understanding of the theory within which the system will operate. In short, we will be learning the following topics:

  • Homing projectile implementations

  • C++ implementation of a task within a behavior tree

  • Advanced AI controller interaction...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime
Visually different images