Contenu des livres UE4

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Tps de lecture estimé:15 minutes 21 secondes

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.

  • OK - Pour débutant: 40 %, intéressant, création d'un level complet avec greyboxing + creation d'assets dans Blender, Gameplay avec quelques blueprints
    1. 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
    2. 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
    3. 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
    4. 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
    5. 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
    6. Lights, Camera, Animation!
      How does Blender handle animation?
      Rigging and using key frames
      Using Blender's suite of animation tools
    7. Bang Bang – Let's Make It Explode
      Creating a class blueprint to tie it all together
      Using sound effects
      Using particle effects
  • OK - Pour débutant: 80 %, intéressant, création d'un level complet avec greyboxing, propose des exercices.
    1. 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
    2. 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
    3. 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
    4. 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
    5. Materials
      Textures versus Materials
      Material Types
      Input Types
      Adding Textures
      Modifying Channels
    6. Lighting Concepts
      Common Lighting Techniques
      Lightmass Importance Volumes
      Reflection Nodes
      Togglable Lighting
    7. Blueprint Animation
      Creating Automatic Doors
      Matinee
    8. Populating Your Level
      Importing the Rest of Your Objects
      Creating Time-Based Materials
      Creating Layered Materials
      Adding Actors
      Adding Physics to an Actor
    9. Particle Systems
      Overview of Cascade
      Emitters
      Curve Editor
    10. Advanced Blueprint Techniques
      Using Blueprints to Create Custom Length Hallways
      Changing Colors during Runtime
      Interacting with Blueprints
    11. Working with Landscapes
      Creating and Working with Landscapes
      Importing Landscapes
      Building a Landscape
      Painting on Landscapes
      Adding Water
      Adding Foliage
  • OK - 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
  • OK - Pour débutant: 70%, 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
  • OK - Pour débutant: 40%, 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<T, S>
      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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  • OK (projet EBO01_Joanna)

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  • OK - Pour débutant: 100%, bonne présentation pour débutant

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  • OK (projets EBO03_Doran & EBO03_Doran_ch9) - Pour débutant: 90%, 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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