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首页C++编程打造Unreal Engine 5游戏开发之旅
C++编程打造Unreal Engine 5游戏开发之旅
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更新于2024-06-18
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"《Unreal Engine 5游戏开发与C++脚本编程》是一本专为希望成为专业游戏开发者的人士打造的指南。该书深入探讨了如何利用Unreal Engine 5(UE5),这款强大的游戏开发工具,结合C++语言进行高效的游戏设计与编程。作者Zhenyu George Li以其在BIRMINGHAM—MUMBAI地区的丰富经验,带领读者步入高质量游戏制作的世界。 本书涵盖了从基础入门到高级技术的全方位内容,包括但不限于:UE5引擎的工作原理、C++编程语言在游戏开发中的应用、架构设计、性能优化、人工智能系统、网络编程以及如何实现真实感图形和交互体验。通过阅读,读者将学习如何创建功能齐全、视觉效果卓越的游戏项目,并掌握如何在实际工作中运用这些技能。 版权方面,所有内容均受2023年Packt Publishing出版的版权保护,未经许可,不得以任何形式复制、存储或传播。尽管作者和出版社已经尽力确保信息的准确性,但本书提供的信息不带有任何保证,无论是明示的还是暗示的,均不对因本书内容导致的直接或间接损失负责。 Packt Publishing在书中对提及的所有公司和产品商标的使用力求准确,但无法保证其完全无误。这本书旨在为游戏开发者提供实用且全面的资源,帮助他们在Unreal Engine 5的世界里迈出成功的第一步,提升技术能力,推动游戏行业的创新与发展。对于那些寻求在游戏开发领域建立职业生涯的人来说,这是一本不可或缺的参考书籍。"
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Preface
xv
Chapter 8, Handling Collisions, discusses the engine’s collision system and its congurations for game
interactions. To handle collision events – attack hits and projectile hits, for example – you will learn
how to congure actor colliders and triggers. Using ray casts to check whether a projectile hits the
target is also introduced in this chapter.
Chapter 9, Improving C++ Code Quality, presents how to employ soware engineering practices during
code refactoring and renement. is chapter implements class generalization, caching, and pooling
methods to improve the game code’s quality and performance.
Chapter 10, Making Pangaea a Network Multiplayer Game, starts by introducing the fundamental
concepts related to multiplayer games, including servers, clients, and multiplayer modes. You will
be guided step by step through converting the single-player Pangaea game into a multiplayer game.
Chapter 11, Controlling the Game Flow, intends to make Pangaea a complete multiplayer game, which
has a main menu as the lobby, so that players can decide whether they want to start a host or join
a game session. C++ and Blueprint scripting skills for user interface operations are also revealed in
this chapter.
Chapter 12, Polishing and Packaging the Game, provides resources, methods, and suggestions on how to
polish games from both visual experience and product quality aspects. is chapter also provides steps
for conguring and packaging the Pangaea project to be an executable standalone game for distribution.
To get the most out of this book
You will need to have knowledge and experience in using Unreal Engine. Basic Blueprint scripting
knowledge is also required prior to reading this book.
Soware/hardware covered in the book Operating system requirements
Unreal Engine 5.0 and up Microso Windows 10 and up
Microso Visual Studio 2002 with the C++ compiler
If you conduct experiments with the samples on systems other than Microso Windows, such as
macOS, please keep in mind that there may be user interface and conguration dierences that may
not be addressed in this book.
If you are using the digital version of this book, we advise you to type the code yourself or access
the code from the book’s GitHub repository (a link is available in the next section). Doing so will
help you avoid any potential errors related to the copying and pasting of code.
Download the example code files
You can download the example code les for this book from GitHub at https://github.com/
PacktPublishing/Unreal-Engine-5-Game-Development-with-C-Scripting.
If there’s an update to the code, it will be updated in the GitHub repository.
![](https://csdnimg.cn/release/download_crawler_static/88689350/bg11.jpg)
Preface
xvi
We also have other code bundles from our rich catalog of books and videos available at https://
github.com/PacktPublishing/. Check them out!
Conventions used
ere are a number of text conventions used throughout this book.
Code in text: Indicates code words in text, database table names, folder names, lenames,
le extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example:
"e AProjectile class can be inherited as child classes for creating various reable objects, such as
AFireBall, AMissile, ABomb, and so on."
A block of code is set as follows:
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "DefenseTower.generated.h
When we wish to draw your attention to a particular part of a code block, the relevant lines or items
are set in bold:
void APangaeaCharacter::BeginPlay()
{
…
_AnimInstance = Cast<UPangaeaAnimInstance>(
GetMesh()->GetAnimInstance());
…
}
Any command-line input or output is written as follows:
$ mkdir css
$ cd css
Bold: Indicates a new term, an important word, or words that you see onscreen. For instance, words in
menus or dialog boxes appear in bold. Here is an example: "In the Unreal Project Browser window,
choose the GAMES tab on the le side. en select the First Person template."
Tips or important notes
Appear like this.
![](https://csdnimg.cn/release/download_crawler_static/88689350/bg12.jpg)
Preface
xvii
Additionally, the C++ sample code provided in this book adheres primarily to Unreal Engine’s coding
standard, ensuring consistency and minimizing confusion for readers. For detailed information, you
can visit the ocial Code Standard website here: https://docs.unrealengine.com/5.0/
en-US/epic-cplusplus-coding-standard-for-unreal-engine/.
Exceptions may occur when using compact expressions that are clear and easily understood, allowing the
text to t within the constraints of the page printing layout without compromising reader comprehension.
For example, the following line of code follows the code standard by explicitly declaring the type of
the assigned GameInst variable:
UPlayerAvatarAnimationInstance* GameInst = Cast
<UPlayerAvatarAnimationInstance>(GetMesh()->GetAnimInstance())
e following modied version is used instead:
auto GameInst = Cast<UPlayerAvatarAnimationInstance>(
GetMesh()->GetAnimInstance())
Get in touch
Feedback from our readers is always welcome.
General feedback: If you have quesons about any aspect of this book, email us at
customercare@packtpub.com and menon the book tle in the subject of your
message.
Errata: Although we have taken every care to ensure the accuracy of our content, mistakes do happen.
If you have found a mistake in this book, we would be grateful if you would report this to us. Please
visit www.packtpub.com/support/errata and ll in the form.
Piracy: If you come across any illegal copies of our works in any form on the internet, we would
be grateful if you would provide us with the location address or website name. Please contact us at
copyright@packt.com with a link to the material.
If you are interested in becoming an author: If there is a topic that you have expertise in and you
are interested in either writing or contributing to a book, please visit authors.packtpub.com.
![](https://csdnimg.cn/release/download_crawler_static/88689350/bg13.jpg)
xviii
Share Your Thoughts
Once you’ve read Unreal Engine 5 Game Development with C++ Scripting, we’d love to hear your thoughts!
Please click here to go straight to the Amazon review page for this book and share your feedback.
Your review is important to us and the tech community and will help us make sure we’re delivering
excellent quality content.
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xix
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