Contenu des livres UE4

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unreal engine 4 revue critique livre

Contenu des livres UE4

Vous trouvez ici le détails du contenus des chapitres de livres traitant d'Unreal engine 4.
Le but de ce document est de pouvoir retrouver rapidement un chapitre traitant d'une thème en particulier.


Si un projet est mentionné, il est possible qu'il soit disponible en téléchargement gratuit (avec les sources) dans la partie "Projets" du site.
Cet article est un document de travail mis à jour régulièrement, et j'essaye de le garder le plus efficace, clair et structuré possible.
Si certains éléments sont difficilement compréhensibles ou un peu brouillons ou étranges dans le contexte, vous pouvez les ignorer.
Les commentaires sont volontairement brefs et peuvent paraître parfois un peu durs pour leurs auteurs (et je m'en excuse par avance), ils ne reflètent que mes premières impressions.
Je remercie d'ailleurs toutes les personnes qui m'ont permis d'accéder à leur ressources soit gratuitement (youtube) ou bien temporairement (livres, ebooks, abonnements payants..), ainsi que tous les auteurs pour leur fantastique travail.

Dernière mise à jour: 24-09-2018

  • Intermédiaire, intéressant, création d'un level complet avec greyboxing + creation d'assets dans Blender, Gameplay avec quelques blueprints
  1. RAS
  2. RAS
  3. It's Time to Customize!
    Getting started making game assets
    Using the basic tools of polygon modeling
    How to use UV mapping and why it's important
    UV unwrapping our game asset
    Basic texturing techniques
  4. Getting the Assets to the Level
    Exporting our object from Blender
    What is FBX?
    Importing our object into Unreal
    Setting up and using our new 3D asset
  5. Taking This Level Up a Notch
    Planning a more complex level
    Whiteboxing a level for better asset creation
    Level design principles
    Advanced scripting techniques
    Win conditions
  6. Monster Assets – The Level Totally Needs One of These
    Designing our asset – inspiration and concept art
    Advanced tools. Subdivide, Knife, Bridge Edge Loops, and more
    Subdivide tool
    Knife tool
    Bridge Edge Loops tool
    Triangulate modifier tool
    Using multiple shapes within Blender
  7. Let's Dress to Impress!
    Unwrapping complex objects
    Marking seams
    Unwrap tool
    Stitch
    Average Island Scale
    Pack Islands
    Using Smart UV Project
    Custom Marking Seams
    Unwrapping Cubes
    Unwrapping Cylinders
    Using different maps to create a more realistic look
  8. Lights, Camera, Animation!
    How does Blender handle animation?
    Rigging and using key frames
    Using Blender's suite of animation tools
  9. Bang Bang – Let's Make It Explode
    Creating a class blueprint to tie it all together
    Using sound effects
    Using particle effects
  • Débutant, intéressant, création d'un level complet avec greyboxing, propose des exercices
  1. RAS
  2. An Overview of the Level Design Process
    The Conceptual Design of Levels
    The Suggested Work Flow of Level Design
    The Process of Creating a Level in UE4
  3. Blocking Your First Level
    Exploring the Modes Panel Focusing on BSPs
    Using BSPs to Build the Foundation
    Continuing to Block Out Your Level
    Play-Testing the Level
    Using Geometry Editing Mode
  4. Finishing the Blocking of Your Level
    Extend the Blocking Done in the Previous Chapter
    Continuing to Block the Level
    Cleaning Up the Level
    Importing Assets into Unreal
    Creating Your First Blueprint
    Exploring the Swapping Process
    Creating Your Initial Materials
    Adding Your First Point Light
  5. Exploring Blueprints
    Creating the Hallway Blueprints
    Adding Hallway Blueprints to the Level
    Using Layers to Group Objects
    Error Checking through Play-Testing
    Modifying Your Blueprints and Adding Door frames
    Correcting Collisions
  6. Materials
    Textures versus Materials
    Material Types
    Input Types
    Adding Textures
    Modifying Channels
  7. Lighting Concepts
    Common Lighting Techniques
    Lightmass Importance Volumes
    Reflection Nodes
    Togglable Lighting
  8. Blueprint Animation
    Creating Automatic Doors
    Matinee
  9. Populating Your Level
    Importing the Rest of Your Objects
    Creating Time-Based Materials
    Creating Layered Materials
    Adding Actors
    Adding Physics to an Actor
  10. Particle Systems
    Overview of Cascade
    Emitters
    Curve Editor
  11. Advanced Blueprint Techniques
    Using Blueprints to Create Custom Length Hallways
    Changing Colors during Runtime
    Interacting with Blueprints
  12. Working with Landscapes
    Creating and Working with Landscapes
    Importing Landscapes
    Building a Landscape
    Painting on Landscapes
    Adding Water
    Adding Foliage
  • création un FPS uniquement en blueprint, intéressant car il s'agit d'un prototype complet, avec une IA ennemie, des menus, un changement de niveau...
  1. Object Interaction with Blueprints
    Creating a project and the first level
    Creating our first Blueprint
    Exploring the Event Graph panel
    Detecting a hit
    Swapping a material
    Improving the Blueprint
    Adding movement
    Changing actor mobility and collision
    Breaking down our goal
    Storing data with variables
    Readying direction for calculations
    Getting relative speed using delta time
    Translating the existing location
    Updating location
    Changing direction
    Testing moving targets
  2. Enhancing Player Abilities
    Adding the running functionality by extending a Blueprint
    Breaking down the Blueprint character movement
    Customizing control inputs
    Adding a sprint ability
    Breaking down the Blueprint character movement
    Customizing control inputs
    Adding a sprint ability
    Animating a zoom view
    Using a timeline to smooth transitions
    Increasing the projectile's speed
    Using a timeline to smooth transitions
    Increasing the projectile's speed
    Adding sound and particle effects
    Giving our targets state with branches
    Triggering sound effects, explosions, and destruction
    Giving our targets state with branches
    Triggering sound effects, explosions, and destruction
  3. Creating Screen UI Elements
    Creating simple UI meters with UMG
    Drawing shapes with widget Blueprints
    Customizing the meter's appearance
    Creating ammo and enemy counters
    Displaying the HUD
    Drawing shapes with widget Blueprints
    Customizing the meter's appearance
    Creating ammo and enemy counters
    Displaying the HUD
    Connecting UI values to player variables
    Creating bindings for health and stamina
    Making text bindings
    Creating bindings for health and stamina
    Making text bindings
    Tracking the ammo and eliminated targets
    Reducing the ammo counter
    Increasing the targets eliminated counter
    Reducing the ammo counter
    Increasing the targets eliminated counter
  4. Creating Constraints and Gameplay Objectives
    Constraining player actions
    Draining stamina while sprinting
    Using looping timers to repeat actions
    Blocking actions with branches
    Regenerating stamina
    Preventing firing actions when out of ammo
    Draining stamina while sprinting
    Using looping timers to repeat actions
    Blocking actions with branches
    Regenerating stamina
    Preventing firing actions when out of ammo
    Creating collectable objects
    Setting up collection logic
    Setting up collection logic
    Setting a gameplay win condition
    Displaying a target goal in the HUD
    Creating a win menu screen
    Displaying the menu
    Triggering a win
    Displaying a target goal in the HUD
    Creating a win menu screen
    Displaying the menu
    Triggering a win
  5. Making Moving Enemies with AI
    Setting up the enemy actor to navigate
    Importing from the marketplace
    Expanding the play area
    Making the level traversable with a NavMesh
    Setting the stage for intelligence with AI assets
    Importing from the marketplace
    Expanding the play area
    Making the level traversable with a NavMesh
    Setting the stage for intelligence with AI assets
    Creating navigation behavior
    Setting up patrol points
    Enabling communication between assets
    Teaching our AI to walk with the Behavior Tree
    Setting up patrol points
    Enabling communication between assets
    Teaching our AI to walk with the Behavior Tree
    Making the AI chase the player
    Giving the enemy sight with Pawn Sensing
    Adding conditions to the Behavior Tree
    Creating chasing behavior
    Giving the enemy sight with Pawn Sensing
    Adding conditions to the Behavior Tree
    Creating chasing behavior
  6. Upgrading the AI Enemies
    Creating an enemy attack
    Making an attack task
    Updating the health meter
    Making an attack task
    Updating the health meter
    Making enemies hear and investigate sounds
    Adding hearing to the Behavior Tree
    Setting up the investigating tasks
    Interpreting and storing the noise event data
    Adding noise to the player's actions
    Adding hearing to the Behavior Tree
    Setting up the investigating tasks
    Interpreting and storing the noise event data
    Adding noise to the player's actions
    Making the enemies destructible
    Saving time by reusing existing Blueprint content
    Saving time by reusing existing Blueprint content
    Spawning more enemies during gameplay
    Choosing a spawn point where enemies will appear
    Managing spawn rates and limits with variables
    Spawning new enemies in the Level Blueprint
    Choosing a spawn point where enemies will appear
    Managing spawn rates and limits with variables
    Spawning new enemies in the Level Blueprint
    Creating enemy wandering behavior
    Identifying a wander point with a custom task
    Adding wandering to the Behavior Tree
    Identifying a wander point with a custom task
    Adding wandering to the Behavior Tree
  7. Tracking Game States and Applying Finishing Touches
    Making danger real with player death
    Setting up a lose screen
    Creating round-based scaling with saved games
    Storing game information using a SaveGame object
    Storing and loading the saved data when starting the game
    Increasing the enemy target goal
    Create a transition screen to be shown between rounds
    Transitioning to a new round when the current round is won
    Storing game information using a SaveGame object
    Storing and loading the saved data when starting the game
    Increasing the enemy target goal
    Create a transition screen to be shown between rounds
    Transitioning to a new round when the current round is won
    Pausing the game and resetting the save file
    Creating a pause menu
    Resuming and resetting the save file
    Triggering the pause menu
    Creating a pause menu
    Resuming and resetting the save file
    Triggering the pause menu
  8. Building and Publishing
    Optimizing your graphics settings
    Setting up our game to be played by others
    Packaging the game into a build
    Packaging the game into a build
    Steps for further learning
    Finish and share as many games as you can
    Stretch out of your comfort zone
    Resources for additional learning and support
    Finish and share as many games as you can
    Stretch out of your comfort zone
  • WIP (projet EBO02_RPG), intéressant pour la mise en place d'un framework BASIQUE pour un RPG tour à tour
  1. Getting Started with RPG Design in Unreal
    The design and concept phase
    Stats and progression
    Classes
    Special abilities
    RPG design overview
    Setting
    Exploration
    Dialogue
    Shopping
    Gold
    The pause screen
    Party members
    Equipment
    Classes
    Soldier
    Combat
    Combat stats
    Combat actions
    Attack
    Ability
    After combat/victory
    Loot
    Experience
    Experience and leveling
    Stat increases
    Learning abilities
    Game over
    Victory
    Choosing the right formula
  2. Scripting and Data in Unreal
    Creating a new C++ class
    Blueprints
    Creating a new Blueprint
    Adding a Blueprint to the scene
    Blueprints for Actor classes
    Using Data Tables to import spreadsheet data
    The spreadsheet format
    A sample spreadsheet
    The Data Table struct
    Importing the spreadsheet
    Querying the spreadsheet
  3. Exploration and Combat
    Creating the player pawn
    The interface
    The PlayerController
    The Pawn
    The GameMode class
    Adding the skinned mesh
    Creating a Camera Component
    Defining characters and enemies
    Classes
    Characters
    Enemies
    Party members
    The GameInstance class
    Turn-based combat
    Performing actions
    Making decisions
    Target selection
    Dealing damage
    Combat UI with UMG
    UI-driven decision making
    Creating the game over screen
  4. Pause Menu Framework
    UMG pause screen initial setup
    UMG background color
    UMG text
    UMG buttons
    The UMG inventory submenu
    The UMG equipment submenu
    Key binding
    Button programming
  5. Bridging Character Statistics
    Getting character data
    Getting player instances
    Displaying stats
  6. NPCs and Dialog
    Creating the NPC Character Blueprint
    Interacting with the NPC
    Dialog box setup
    Creating an NPC welcome box
    Adding an NPC talk box
  7. Gold, Items, and a Shop
    Setting and getting gold instances
    Item data
    The shop screen framework
    The item button framework
    Linking the item data
  8. Inventory Population and Item Use
    Creating the FieldPlayer Booleans
    Determining whether the inventory screen is on or off
    Logical difference between the inventory and shop items
    Finishing the inventory screen
    Buying items
    Using items
  9. Equipment
    The weapons Data Table
    Setting the weapon and equipment screen variables
    Creating the weapon button
    Revisiting the equipment screen
    Setting the equipment screen Text Blocks
    Correcting the character stats when equipping
  10. Leveling, Abilities, and Saving Progress
    XP and leveling source code
    Data Table starting values
    Displaying levels and experience in the pause menu
    Applying the correct damage in combat
    Setting up the abilities array
    Abilities logic
    Saving and loading game progress
    Saving
    Loading
  • Débutant, extrêmement complet, très intéressant, nombreux exemples en blueprints
  1. Setting up Unreal Project Templates
  2. Introduction to Level Design in Unreal Technology
  3. Unreal Visual Scripting with Blueprints
  4. Materials in Unreal Engine
    4.1 Introduction
    4.2 Anatomy of a Material
    4.2.1 Materials vs. Textures
    4.2.2 Texture Coordinates (UVs)
    4.3 Unreal Material Editor
    4.4 Physically Based Materials in Unreal Engine 4
    4.5 Anatomy of an Unreal Engine 4 Material
    4.6 Material Expressions in Unreal 4
    4.6.1 Parameter vs. Non-Parameter Expressions
    4.6.2 Commonly Used Material Expressions
  5. Advanced Material Concepts in Unreal Engine
    5.1 Introduction
    5.2 More About Unreal Engine’s Shading Models
    5.2.1 Default Lit
    5.2.2 Unlit
    5.2.3 Subsurface
    5.2.4 Preintegrated Skin
    5.2.5 Clear Coat
    5.2.6 Subsurface Profile
    5.3 Material Blend Modes
    5.3.1 Opaque Blend Mode
    5.3.2 Masked Blend Mode
    5.3.3 Translucent Blend Mode
    5.3.4 Additive Blend Mode
    5.3.5 Modulate Blend Mode
    5.4 More Advanced Material Expressions
    5.4.1 Parameter Expressions
    5.4.2 Particle Expressions
    5.5 Blends
    5.6 Physically Based Materials in Unreal Engine 4
    5.7 Material Functions in Unreal Engine 4
    5.8 Material Attributes Expressions
    5.9 Layered Materials
    5.9.1 Material Layer Blend Types
    5.10 Material Instances and Dynamic Material Modifications
    5.11 Decals
    5.11.1 Decal Blend Mode
    5.12 Post-Process Materials
    5.13 Refraction and Reflection
  6. Visual Effects and Cascade in Unreal Engine
  7. Terrains and Landscapes in Unreal Engine
    7.1 Introduction to Landscapes
    7.3 Landscape Materials
    7.4 Editing Landscapes
    7.5 Landscape Splines
    7.6 Foliage and Foliage Editor
    7.7 Water in the Landscape
  8. Advanced Blueprint Concepts
    8.1 Introduction
    8.2 Communication between Blueprints
    8.2.1 Direct Blueprint Communication
    8.2.2 Blueprint Casting
    8.2.3 Event Dispatchers
    8.2.4 Blueprint Interfaces
    8.3 Chapter Synopsis
    8.4 Creating The HUD
    8.5 Saving and Loading Game Data
  9. A Top-Down Game with Blueprints
    9.1 Synopsis
    9.2 Setting up the Level
    9.3 Character, Controller and Game Mode Blueprints
    9.4 Character Movement and User Input
    9.5 Projectile Class Blueprint and Functionality
    9.5.1 Firing Mechanism
    9.5.2 Setting up Collisions
    9.6 Creating the Enemy Class and Implementing Damage
    9.6.1 Enemy Damage Implementation
    9.6.2 Implementing the Player Damage
    9.7 Implementing Game Over!!!
    9.8 AI and Enemy Spawning
    9.8.1 Spawning Enemies
    9.8.2 Setting up Enemy Artificial Intelligence
    9.9 Particle Systems and Visual Effects
    9.9.1 Destruction Visual Effects
    9.9.2 Hit Visual Effects
  • Intermédiaire, intéressant, TODO++ car code en C++ pour un embryon de RPG
  1. Coding with C++
  2. Variables and Memory
  3. If, Else, and Switch
  4. Looping
  5. Functions and Macros
  6. Objects, Classes, and Inheritance
    struct objects
    Getters and setters
    Constructors and destructors
    Class inheritance
    Multiple inheritance
  7. Dynamic Memory Allocation
    Dynamic memory allocation
    Regular arrays
    C++ style dynamic size arrays (new[] and delete[])
    Dynamic C-style arrays
  8. Actors and Pawns
    Actors versus pawns
    Creating a world to put your actors in
    The UE4 editor
    Starting from scratch
    Adding light sources
    Collision volumes
    Adding collision detection for the objects editor
    Adding an actor to the scene
    Creating a player entity
    Inheriting from UE4 GameFramework classes
    Associating a model with the Avatar class
    Loading the mesh
    Creating a blueprint from our C++ class
    Writing C++ code that controls the game's character
    Making the player an instance of the Avatar class
    Setting up controller inputs
    Yaw and pitch
    Creating non-player character entities
    Displaying a quote from each NPC dialog box
    Displaying messages on the HUD
    Using TArray
    Triggering an event when it is near an NPC
    Make the NPC display something to the HUD when something is nearby
  9. Templates and Commonly Used Containers
    Debugging the output in UE4
    UE4's TArray
    TSet
    TMap
    C++ STL versions of commonly used containers
  10. Inventory System and Pickup Items
    Declaring the backpack
    Forward declaration
    Importing assets
    Attaching an action mapping to a key
    Base class PickupItem
    The root component
    Getting the avatar
    Getting the player controller
    Getting the HUD
    Drawing the player inventory
    Using HUD::DrawTexture()
    Detecting inventory item clicks
  11. Monsters
    Landscape
    Sculpting the landscape
    Monsters
    Basic monster intelligence
    Moving the monster – steering behavior
    The discrete nature of monster motion
    Monster SightSphere
    Monster attacks on the player
    Melee attacks
    Defining a melee weapon
    Coding for a melee weapon in C++
    Downloading a sword
    Creating a blueprint for your melee weapon
    Sockets
    Creating a skeletal mesh socket in the monster's hand
    Attaching the sword to the model
    Code to equip the player with a sword
    Triggering the attack animation
    Blueprint basics
    Modifying the animation blueprint for Mixamo Adam
    Code to swing the sword
    Projectile or ranged attacks
    Bullet physics
    Adding bullets to the monster class
    Player knock back
  12. Spell Book
    The particle systems
    Changing particle properties
    Settings for the blizzard spell
    Spell class actor
    Blueprinting our spells
    Picking up spells
    Creating blueprints for PickupItems that cast spells
    Attaching right mouse click to cast spell
    Writing the avatar's CastSpell function
    Instantiating the spell – GetWorld()->SpawnActor()
    if(spell)
    spell->SetCaster(this)
    Writing AMyHUD::MouseRightClicked()
    Activating right mouse button clicks
    Creating other spells
    The fire spell

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  • Débutant, (projet EBO01_Joanna)

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  • Débutant, bonne présentation

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  • (projets EBO03_Doran & EBO03_Doran_ch9) - Débutant, très basique mais peut apporter quelques éléments intéressants pour des problématiques de gameplay (voir la table des matières), voir chap 6 - creating a day/night cycle et chap 9 C++

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  • BOF, reprend 3 livres existants: Learning Unreal Engine Game Development, Unreal Engine Game Development Cookbook, Learning Unreal Engine Android Game Development

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