SlideShare a Scribd company logo
Game Programming in UE4
Game Framework & Sample Projects
Gerke Max Preussner
max.preussner@epicgames.com
Game Framework History
UE1 and UE2
• Designed for First Person Shooters (FPS)
• UnrealScript game scripting language
UE3
• Kismet Visual Scripting added
• More modular game classes
• But still very FPS centric
UE4
• UnrealScript replaced with Blueprints
• Game genre agnostic
• Lots of sample projects!
UnrealScript vs. C++ vs. Blueprints
UnrealScript was:
• An object-oriented scripting language
• Similar in syntax to C, C++, Java, but also somewhat different
• Compiled to virtual machine byte code
• Adding interesting features, such as States, Timers, Delegates
Blueprints are:
• A visual scripting system that is artist and designer friendly
• Using the same virtual machine as UnrealScript
• Almost as powerful as UnrealScript, and in some ways even better
C++ has:
• Always been part of UE game programming
• Tight bi-directional integrations with the virtual machine
• Been greatly improved in UE4 to replace UnrealScript for coders
C++
Blueprints
VM
So What Is The Game Framework?
Overview
Why Use It?
Set Of Foundation Classes
• Provide basic structure and functions of your game
• You derive from the classes that you need
• Fill in the details for your particular game
What’s Missing?
• Game genre specific implementations
• No concept of health and death
• No built-in classes for weapons, inventory, etc.
So What Is The Game Framework?
Overview
Why Use It?
Reduced Learning Curve
• Hides the low-level details of game engines
• Benefit from 20+ years of game developing experience
• Many samples and tutorials for solving common tasks
High Productivity
• Focus on what really matters to you: making your game
• Solves many tricky problems in games (movement, input, etc.)
• Greatly reduces boilerplate code needed for all games
Scalability
• Smoothly grow your game & team from prototype to AAA
Fundamental Concepts
Actors
Components
Pawn
Controller
Character
HUD
GameMode
What is an Actor?
• Entity in a game level
• Usually contains one or more Actor Components
• Supports network replication for multiplayer games
Things to know about Actors
• Don’t have Location, Rotation (stored in root component)
• Created with SpawnActor() method
• Must be destroyed explicitly with Destroy() method
• Will not be garbage collected during the game
Fundamental Concepts
Actors
Components
Pawn
Controller
Character
HUD
GameMode
What is an ActorComponent?
• Reusable functionality that can be added to an Actor
• Contain the most interesting functionality & events
• Also accessible in Blueprints!
Example Components:
• Scene Component – Adds transforms and attachments
• Primitive Component – Adds collision and rendering
• UAudioComponent, UArrowComponent,
UInputComponent, ULightComponent, UMeshComponent,
UParticleSystemComponent and many more!
Fundamental Concepts
Actors
Components
Pawn
Controller
Character
HUD
GameMode
PrimiviteComponent Event Examples
• Hit – Called when bumping into a wall
• Begin/EndOverlap – Walk into or out of a trigger
• Begin/EndCursorOver
• Clicked/Released
• InputTouchBegin/End
• Begin/EndTouchOver
Fundamental Concepts
Actors
Components
Pawn
Controller
Character
HUD
GameMode
What is a Pawn?
• An agent in the world
• Optionally possessed by a Controller
• Usually handles movement and input
Things to know about Pawns
• Good place to implement health
• No movement or input code by default
Fundamental Concepts
Actors
Components
Pawn
Controller
Character
HUD
GameMode
What is a Controller?
• A brain that can possess a Pawn
• PlayerController: Represents a human player
• AIController: Computes AI behavior for Pawns
Things to know about Controllers
• Possess one Pawn at a time
• Can persist after possessed Pawn dies
Fundamental Concepts
Actors
Components
Pawn
Controller
Character
HUD
GameMode
PlayerController
• Interface for players to agents
• Handles touches, clicks, keyboard
• Showing/hiding mouse cursor
• Good place for non-agent code
• Menus, voice chat, etc.
• Many other useful options
Fundamental Concepts
Actors
Components
Pawn
Controller
Character
HUD
GameMode
What is a Character?
• Special Pawn that can walk
• Comes with useful Components
Things to know about Controllers
• Handles collision
• Client-side movement prediction
• Much improvement from UE3
Fundamental Concepts
Actors
Components
Pawn
Controller
Character
HUD
GameMode
What is a HUD?
• Head-Up Display
• Responsible for in-game UI
Things to know about Controllers
• Immediate-mode drawing API
• No tools for building HUDs
• UMG will provide all the things!
Fundamental Concepts
Actors
Components
Pawn
Controller
Character
HUD
GameMode
What is a GameMode?
• Implements the game rules
• Configures default classes for Pawn, Controller, HUD, etc.
• Can be accessed from anywhere (GetGameMode())
Things to know about GameModes
• Only exists on the server and single player instances!
• GameState is used to replicate game state to clients
• Default game mode can be set in Project Settings
• Per-map overrides in World Settings
Other Important Concepts
Input
Collision
Replication
Axes & Actions
• Can bind to mouse, keyboard, touch, etc.
• Defined in Project Settings
Input Processing Order
1. PlayerController
2. Level Blueprint
3. Possessed Pawn
Other Important Concepts
Input
Collision
Replication
Various Collision Query Functions
• Line traces (ray casts)
• Geometry sweeps
• Overlap tests
Simple Collision
• Box, sphere, capsule, convex
• Authoring tools in Editor
• Used for movement, physics, etc.
Complex collision
• Actual graphics triangles
• Used for weapons, kinematics, etc.
Other Important Concepts
Input
Collision
Replication
Transfer game state between Server and Clients
• Remote Procedure Calls (RPC)
• Data transfer (variables, structs, dynamic arrays)
• Editor supports multiplayer PIE testing
Game Framework Flowchart
Questions?
Documentation, Tutorials and Help at:
• AnswerHub:
• Engine Documentation:
• Official Forums:
• Community Wiki:
• YouTube Videos:
• Community IRC:
Unreal Engine 4 Roadmap
• lmgtfy.com/?q=Unreal+engine+Trello+
http://answers.unrealengine.com
http://docs.unrealengine.com
http://forums.unrealengine.com
http://wiki.unrealengine.com
http://www.youtube.com/user/UnrealDevelopmentKit
#unrealengine on FreeNode

More Related Content

What's hot

「電車でGO!!」アーケード大型3画面筐体で実在の街並みを表現するUE4開発事例
「電車でGO!!」アーケード大型3画面筐体で実在の街並みを表現するUE4開発事例「電車でGO!!」アーケード大型3画面筐体で実在の街並みを表現するUE4開発事例
「電車でGO!!」アーケード大型3画面筐体で実在の街並みを表現するUE4開発事例
エピック・ゲームズ・ジャパン Epic Games Japan
 
[CEDEC2017] 最新モバイルゲームの実例からみるUE4のモバイル向け機能・Tipsを全部まるっとご紹介!
[CEDEC2017] 最新モバイルゲームの実例からみるUE4のモバイル向け機能・Tipsを全部まるっとご紹介![CEDEC2017] 最新モバイルゲームの実例からみるUE4のモバイル向け機能・Tipsを全部まるっとご紹介!
[CEDEC2017] 最新モバイルゲームの実例からみるUE4のモバイル向け機能・Tipsを全部まるっとご紹介!
エピック・ゲームズ・ジャパン Epic Games Japan
 
Plug-ins & Third-Party SDKs in UE4
Plug-ins & Third-Party SDKs in UE4Plug-ins & Third-Party SDKs in UE4
Plug-ins & Third-Party SDKs in UE4
Gerke Max Preussner
 
Game Design as Career
Game Design as CareerGame Design as Career
Game Design as Career
ArtfulArtsyAmy
 
Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4
Lukas Lang
 
Unreal Engine Basics 01 - Game Framework
Unreal Engine Basics 01 - Game FrameworkUnreal Engine Basics 01 - Game Framework
Unreal Engine Basics 01 - Game Framework
Nick Pruehs
 
【UE4.25 新機能】ロードの高速化機能「IOStore」について
【UE4.25 新機能】ロードの高速化機能「IOStore」について【UE4.25 新機能】ロードの高速化機能「IOStore」について
【UE4.25 新機能】ロードの高速化機能「IOStore」について
エピック・ゲームズ・ジャパン Epic Games Japan
 
ゲームエンジン導入セミナー【UDK編】
ゲームエンジン導入セミナー【UDK編】 ゲームエンジン導入セミナー【UDK編】
ゲームエンジン導入セミナー【UDK編】
エピック・ゲームズ・ジャパン Epic Games Japan
 
UE4×Switchで60FPSの(ネットワーク)対戦アクションをなんとかして作る! | UNREAL FEST EXTREME 2020 WINTER
UE4×Switchで60FPSの(ネットワーク)対戦アクションをなんとかして作る!  | UNREAL FEST EXTREME 2020 WINTERUE4×Switchで60FPSの(ネットワーク)対戦アクションをなんとかして作る!  | UNREAL FEST EXTREME 2020 WINTER
UE4×Switchで60FPSの(ネットワーク)対戦アクションをなんとかして作る! | UNREAL FEST EXTREME 2020 WINTER
エピック・ゲームズ・ジャパン Epic Games Japan
 
Life After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsLife After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game Events
Simon Hade
 
UE4における大規模背景制作事例(コリジョン編)
UE4における大規模背景制作事例(コリジョン編) UE4における大規模背景制作事例(コリジョン編)
UE4における大規模背景制作事例(コリジョン編)
エピック・ゲームズ・ジャパン Epic Games Japan
 
そう、UE4ならね。あなたのモバイルゲームをより快適にする沢山の冴えたやり方について Part 2 <Texture Streaming, メモリプロ...
  そう、UE4ならね。あなたのモバイルゲームをより快適にする沢山の冴えたやり方について Part 2 <Texture Streaming, メモリプロ...  そう、UE4ならね。あなたのモバイルゲームをより快適にする沢山の冴えたやり方について Part 2 <Texture Streaming, メモリプロ...
そう、UE4ならね。あなたのモバイルゲームをより快適にする沢山の冴えたやり方について Part 2 <Texture Streaming, メモリプロ...
エピック・ゲームズ・ジャパン Epic Games Japan
 
カリギュラオーバードーズにおけるUE4へのデータ移植の手引き
カリギュラオーバードーズにおけるUE4へのデータ移植の手引きカリギュラオーバードーズにおけるUE4へのデータ移植の手引き
カリギュラオーバードーズにおけるUE4へのデータ移植の手引き
エピック・ゲームズ・ジャパン Epic Games Japan
 
なぜなにFProperty - 対応方法と改善点 -
なぜなにFProperty - 対応方法と改善点 -なぜなにFProperty - 対応方法と改善点 -
なぜなにFProperty - 対応方法と改善点 -
エピック・ゲームズ・ジャパン Epic Games Japan
 
Game Design Process
Game Design ProcessGame Design Process
Game Design Process
Martin Sillaots
 
UE4 Performance and Profiling | Unreal Dev Day Montreal 2017 (日本語訳)
UE4 Performance and Profiling | Unreal Dev Day Montreal 2017 (日本語訳)UE4 Performance and Profiling | Unreal Dev Day Montreal 2017 (日本語訳)
UE4 Performance and Profiling | Unreal Dev Day Montreal 2017 (日本語訳)
エピック・ゲームズ・ジャパン Epic Games Japan
 
猫でも分かるUMG
猫でも分かるUMG猫でも分かるUMG
UE4.26 レンダリング新機能(CEDEC+KYUSHU 2020)
UE4.26 レンダリング新機能(CEDEC+KYUSHU 2020)UE4.26 レンダリング新機能(CEDEC+KYUSHU 2020)
UE4.26 レンダリング新機能(CEDEC+KYUSHU 2020)
エピック・ゲームズ・ジャパン Epic Games Japan
 
UE4 MultiPlayer Online Deep Dive 基礎編2 -Traveling- (historia様ご講演) #ue4dd
UE4 MultiPlayer Online Deep Dive 基礎編2 -Traveling-  (historia様ご講演)  #ue4ddUE4 MultiPlayer Online Deep Dive 基礎編2 -Traveling-  (historia様ご講演)  #ue4dd
UE4 MultiPlayer Online Deep Dive 基礎編2 -Traveling- (historia様ご講演) #ue4dd
エピック・ゲームズ・ジャパン Epic Games Japan
 
UE4のモバイル開発におけるコンテンツアップデートの話 - Chunk IDとの激闘編 -
UE4のモバイル開発におけるコンテンツアップデートの話 - Chunk IDとの激闘編 -UE4のモバイル開発におけるコンテンツアップデートの話 - Chunk IDとの激闘編 -
UE4のモバイル開発におけるコンテンツアップデートの話 - Chunk IDとの激闘編 -
エピック・ゲームズ・ジャパン Epic Games Japan
 

What's hot (20)

「電車でGO!!」アーケード大型3画面筐体で実在の街並みを表現するUE4開発事例
「電車でGO!!」アーケード大型3画面筐体で実在の街並みを表現するUE4開発事例「電車でGO!!」アーケード大型3画面筐体で実在の街並みを表現するUE4開発事例
「電車でGO!!」アーケード大型3画面筐体で実在の街並みを表現するUE4開発事例
 
[CEDEC2017] 最新モバイルゲームの実例からみるUE4のモバイル向け機能・Tipsを全部まるっとご紹介!
[CEDEC2017] 最新モバイルゲームの実例からみるUE4のモバイル向け機能・Tipsを全部まるっとご紹介![CEDEC2017] 最新モバイルゲームの実例からみるUE4のモバイル向け機能・Tipsを全部まるっとご紹介!
[CEDEC2017] 最新モバイルゲームの実例からみるUE4のモバイル向け機能・Tipsを全部まるっとご紹介!
 
Plug-ins & Third-Party SDKs in UE4
Plug-ins & Third-Party SDKs in UE4Plug-ins & Third-Party SDKs in UE4
Plug-ins & Third-Party SDKs in UE4
 
Game Design as Career
Game Design as CareerGame Design as Career
Game Design as Career
 
Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4
 
Unreal Engine Basics 01 - Game Framework
Unreal Engine Basics 01 - Game FrameworkUnreal Engine Basics 01 - Game Framework
Unreal Engine Basics 01 - Game Framework
 
【UE4.25 新機能】ロードの高速化機能「IOStore」について
【UE4.25 新機能】ロードの高速化機能「IOStore」について【UE4.25 新機能】ロードの高速化機能「IOStore」について
【UE4.25 新機能】ロードの高速化機能「IOStore」について
 
ゲームエンジン導入セミナー【UDK編】
ゲームエンジン導入セミナー【UDK編】 ゲームエンジン導入セミナー【UDK編】
ゲームエンジン導入セミナー【UDK編】
 
UE4×Switchで60FPSの(ネットワーク)対戦アクションをなんとかして作る! | UNREAL FEST EXTREME 2020 WINTER
UE4×Switchで60FPSの(ネットワーク)対戦アクションをなんとかして作る!  | UNREAL FEST EXTREME 2020 WINTERUE4×Switchで60FPSの(ネットワーク)対戦アクションをなんとかして作る!  | UNREAL FEST EXTREME 2020 WINTER
UE4×Switchで60FPSの(ネットワーク)対戦アクションをなんとかして作る! | UNREAL FEST EXTREME 2020 WINTER
 
Life After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsLife After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game Events
 
UE4における大規模背景制作事例(コリジョン編)
UE4における大規模背景制作事例(コリジョン編) UE4における大規模背景制作事例(コリジョン編)
UE4における大規模背景制作事例(コリジョン編)
 
そう、UE4ならね。あなたのモバイルゲームをより快適にする沢山の冴えたやり方について Part 2 <Texture Streaming, メモリプロ...
  そう、UE4ならね。あなたのモバイルゲームをより快適にする沢山の冴えたやり方について Part 2 <Texture Streaming, メモリプロ...  そう、UE4ならね。あなたのモバイルゲームをより快適にする沢山の冴えたやり方について Part 2 <Texture Streaming, メモリプロ...
そう、UE4ならね。あなたのモバイルゲームをより快適にする沢山の冴えたやり方について Part 2 <Texture Streaming, メモリプロ...
 
カリギュラオーバードーズにおけるUE4へのデータ移植の手引き
カリギュラオーバードーズにおけるUE4へのデータ移植の手引きカリギュラオーバードーズにおけるUE4へのデータ移植の手引き
カリギュラオーバードーズにおけるUE4へのデータ移植の手引き
 
なぜなにFProperty - 対応方法と改善点 -
なぜなにFProperty - 対応方法と改善点 -なぜなにFProperty - 対応方法と改善点 -
なぜなにFProperty - 対応方法と改善点 -
 
Game Design Process
Game Design ProcessGame Design Process
Game Design Process
 
UE4 Performance and Profiling | Unreal Dev Day Montreal 2017 (日本語訳)
UE4 Performance and Profiling | Unreal Dev Day Montreal 2017 (日本語訳)UE4 Performance and Profiling | Unreal Dev Day Montreal 2017 (日本語訳)
UE4 Performance and Profiling | Unreal Dev Day Montreal 2017 (日本語訳)
 
猫でも分かるUMG
猫でも分かるUMG猫でも分かるUMG
猫でも分かるUMG
 
UE4.26 レンダリング新機能(CEDEC+KYUSHU 2020)
UE4.26 レンダリング新機能(CEDEC+KYUSHU 2020)UE4.26 レンダリング新機能(CEDEC+KYUSHU 2020)
UE4.26 レンダリング新機能(CEDEC+KYUSHU 2020)
 
UE4 MultiPlayer Online Deep Dive 基礎編2 -Traveling- (historia様ご講演) #ue4dd
UE4 MultiPlayer Online Deep Dive 基礎編2 -Traveling-  (historia様ご講演)  #ue4ddUE4 MultiPlayer Online Deep Dive 基礎編2 -Traveling-  (historia様ご講演)  #ue4dd
UE4 MultiPlayer Online Deep Dive 基礎編2 -Traveling- (historia様ご講演) #ue4dd
 
UE4のモバイル開発におけるコンテンツアップデートの話 - Chunk IDとの激闘編 -
UE4のモバイル開発におけるコンテンツアップデートの話 - Chunk IDとの激闘編 -UE4のモバイル開発におけるコンテンツアップデートの話 - Chunk IDとの激闘編 -
UE4のモバイル開発におけるコンテンツアップデートの話 - Chunk IDとの激闘編 -
 

Viewers also liked

West Coast DevCon 2014: Programming in UE4 - A Quick Orientation for Coders
West Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersWest Coast DevCon 2014: Programming in UE4 - A Quick Orientation for Coders
West Coast DevCon 2014: Programming in UE4 - A Quick Orientation for Coders
Gerke Max Preussner
 
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & Infrastructure
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & InfrastructureWest Coast DevCon 2014: Build Automation - Epic’s Build Tools & Infrastructure
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & Infrastructure
Gerke Max Preussner
 
East Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...
East Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...East Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...
East Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...Gerke Max Preussner
 
West Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...
West Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...West Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...
West Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...
Gerke Max Preussner
 
West Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...
West Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...West Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...
West Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...
Gerke Max Preussner
 
East Coast DevCon 2014: Game Programming in UE4 - Game Framework & Sample Pro...
East Coast DevCon 2014: Game Programming in UE4 - Game Framework & Sample Pro...East Coast DevCon 2014: Game Programming in UE4 - Game Framework & Sample Pro...
East Coast DevCon 2014: Game Programming in UE4 - Game Framework & Sample Pro...
Gerke Max Preussner
 
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for Coders
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersEast Coast DevCon 2014: Programming in UE4 - A Quick Orientation for Coders
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for Coders
Gerke Max Preussner
 
East Coast DevCon 2014: The Slate UI Framework - Architecture & Tools
East Coast DevCon 2014: The Slate UI Framework - Architecture & ToolsEast Coast DevCon 2014: The Slate UI Framework - Architecture & Tools
East Coast DevCon 2014: The Slate UI Framework - Architecture & ToolsGerke Max Preussner
 
West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...
West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...
West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...
Gerke Max Preussner
 
West Coast DevCon 2014: The Slate UI Framework (Part 1) - Introduction
West Coast DevCon 2014: The Slate UI Framework (Part 1) - IntroductionWest Coast DevCon 2014: The Slate UI Framework (Part 1) - Introduction
West Coast DevCon 2014: The Slate UI Framework (Part 1) - Introduction
Gerke Max Preussner
 
East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4
East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4
East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4
Gerke Max Preussner
 
West Coast DevCon 2014: Engine Overview - A Programmers Glimpse at UE4
West Coast DevCon 2014: Engine Overview - A Programmers Glimpse at UE4West Coast DevCon 2014: Engine Overview - A Programmers Glimpse at UE4
West Coast DevCon 2014: Engine Overview - A Programmers Glimpse at UE4
Gerke Max Preussner
 
UE4 Twitch 2016 05-05: Unreal Message Bus Overview
UE4 Twitch 2016 05-05: Unreal Message Bus OverviewUE4 Twitch 2016 05-05: Unreal Message Bus Overview
UE4 Twitch 2016 05-05: Unreal Message Bus Overview
Gerke Max Preussner
 
GDCE 2015: Blueprint Components to C++
GDCE 2015: Blueprint Components to C++GDCE 2015: Blueprint Components to C++
GDCE 2015: Blueprint Components to C++
Gerke Max Preussner
 

Viewers also liked (14)

West Coast DevCon 2014: Programming in UE4 - A Quick Orientation for Coders
West Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersWest Coast DevCon 2014: Programming in UE4 - A Quick Orientation for Coders
West Coast DevCon 2014: Programming in UE4 - A Quick Orientation for Coders
 
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & Infrastructure
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & InfrastructureWest Coast DevCon 2014: Build Automation - Epic’s Build Tools & Infrastructure
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & Infrastructure
 
East Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...
East Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...East Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...
East Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...
 
West Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...
West Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...West Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...
West Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...
 
West Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...
West Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...West Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...
West Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...
 
East Coast DevCon 2014: Game Programming in UE4 - Game Framework & Sample Pro...
East Coast DevCon 2014: Game Programming in UE4 - Game Framework & Sample Pro...East Coast DevCon 2014: Game Programming in UE4 - Game Framework & Sample Pro...
East Coast DevCon 2014: Game Programming in UE4 - Game Framework & Sample Pro...
 
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for Coders
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersEast Coast DevCon 2014: Programming in UE4 - A Quick Orientation for Coders
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for Coders
 
East Coast DevCon 2014: The Slate UI Framework - Architecture & Tools
East Coast DevCon 2014: The Slate UI Framework - Architecture & ToolsEast Coast DevCon 2014: The Slate UI Framework - Architecture & Tools
East Coast DevCon 2014: The Slate UI Framework - Architecture & Tools
 
West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...
West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...
West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...
 
West Coast DevCon 2014: The Slate UI Framework (Part 1) - Introduction
West Coast DevCon 2014: The Slate UI Framework (Part 1) - IntroductionWest Coast DevCon 2014: The Slate UI Framework (Part 1) - Introduction
West Coast DevCon 2014: The Slate UI Framework (Part 1) - Introduction
 
East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4
East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4
East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4
 
West Coast DevCon 2014: Engine Overview - A Programmers Glimpse at UE4
West Coast DevCon 2014: Engine Overview - A Programmers Glimpse at UE4West Coast DevCon 2014: Engine Overview - A Programmers Glimpse at UE4
West Coast DevCon 2014: Engine Overview - A Programmers Glimpse at UE4
 
UE4 Twitch 2016 05-05: Unreal Message Bus Overview
UE4 Twitch 2016 05-05: Unreal Message Bus OverviewUE4 Twitch 2016 05-05: Unreal Message Bus Overview
UE4 Twitch 2016 05-05: Unreal Message Bus Overview
 
GDCE 2015: Blueprint Components to C++
GDCE 2015: Blueprint Components to C++GDCE 2015: Blueprint Components to C++
GDCE 2015: Blueprint Components to C++
 

Similar to West Coast DevCon 2014: Game Programming in UE4 - Game Framework & Sample Projects

1-Introduction (Game Design and Development)
1-Introduction (Game Design and Development)1-Introduction (Game Design and Development)
1-Introduction (Game Design and Development)
Hafiz Ammar Siddiqui
 
Unity - Game Engine
Unity - Game EngineUnity - Game Engine
Unity - Game Engine
Geeks Anonymes
 
Introduction to Game Engine: Concepts & Components
Introduction to Game Engine: Concepts & ComponentsIntroduction to Game Engine: Concepts & Components
Introduction to Game Engine: Concepts & Components
Pouya Pournasir
 
Project presentation
Project presentationProject presentation
Project presentation
Harsh Sharma
 
De Re PlayStation Vita
De Re PlayStation VitaDe Re PlayStation Vita
De Re PlayStation Vita
Slide_N
 
BSidesDelhi 2018: Headshot - Game Hacking on macOS
BSidesDelhi 2018: Headshot - Game Hacking on macOSBSidesDelhi 2018: Headshot - Game Hacking on macOS
BSidesDelhi 2018: Headshot - Game Hacking on macOS
BSides Delhi
 
Game development -session on unity 3d
Game development -session on unity 3d Game development -session on unity 3d
Game development -session on unity 3d
Muhammad Maaz Irfan
 
Software Engineer- A unity 3d Game
Software Engineer- A unity 3d GameSoftware Engineer- A unity 3d Game
Software Engineer- A unity 3d Game
Isfand yar Khan
 
PRESENTATION ON Game Engine
PRESENTATION ON Game EnginePRESENTATION ON Game Engine
PRESENTATION ON Game EngineDiksha Bhargava
 
IEEE VR-SEARIS 2014 Keynote - MiddleVR - Philosophy and architecture
IEEE VR-SEARIS 2014 Keynote - MiddleVR - Philosophy and architectureIEEE VR-SEARIS 2014 Keynote - MiddleVR - Philosophy and architecture
IEEE VR-SEARIS 2014 Keynote - MiddleVR - Philosophy and architecture
Sebastien Kuntz
 
Creating great Unity games for Windows 10 - Part 1
Creating great Unity games for Windows 10 - Part 1Creating great Unity games for Windows 10 - Part 1
Creating great Unity games for Windows 10 - Part 1
Jiri Danihelka
 
Windows game development with Unity 5
Windows game development with Unity 5Windows game development with Unity 5
Windows game development with Unity 5
Jiri Danihelka
 
iOS Game Development With UIKit
iOS Game Development With UIKitiOS Game Development With UIKit
iOS Game Development With UIKit
Martin Grider
 
Game engines and Their Influence in Game Design
Game engines and Their Influence in Game DesignGame engines and Their Influence in Game Design
Game engines and Their Influence in Game DesignPrashant Warrier
 
Game design & development
Game design & developmentGame design & development
Game design & development
Hemanth Sharma
 
Making A Game Engine Is Easier Than You Think
Making A Game Engine Is Easier Than You ThinkMaking A Game Engine Is Easier Than You Think
Making A Game Engine Is Easier Than You Think
Gorm Lai
 
2D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 2014
2D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 20142D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 2014
2D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 2014
Murat Gürel
 
Metodologías de desarrollo de software en Gaming
Metodologías de desarrollo de software en GamingMetodologías de desarrollo de software en Gaming
Metodologías de desarrollo de software en Gaming
Globant
 
Hybrid Game Development with GameSalad
Hybrid Game Development with GameSaladHybrid Game Development with GameSalad
Hybrid Game Development with GameSalad
mirahman
 
Designing a pragmatic back-end service for mobile games
Designing a pragmatic back-end service for mobile gamesDesigning a pragmatic back-end service for mobile games
Designing a pragmatic back-end service for mobile games
iFunFactory Inc.
 

Similar to West Coast DevCon 2014: Game Programming in UE4 - Game Framework & Sample Projects (20)

1-Introduction (Game Design and Development)
1-Introduction (Game Design and Development)1-Introduction (Game Design and Development)
1-Introduction (Game Design and Development)
 
Unity - Game Engine
Unity - Game EngineUnity - Game Engine
Unity - Game Engine
 
Introduction to Game Engine: Concepts & Components
Introduction to Game Engine: Concepts & ComponentsIntroduction to Game Engine: Concepts & Components
Introduction to Game Engine: Concepts & Components
 
Project presentation
Project presentationProject presentation
Project presentation
 
De Re PlayStation Vita
De Re PlayStation VitaDe Re PlayStation Vita
De Re PlayStation Vita
 
BSidesDelhi 2018: Headshot - Game Hacking on macOS
BSidesDelhi 2018: Headshot - Game Hacking on macOSBSidesDelhi 2018: Headshot - Game Hacking on macOS
BSidesDelhi 2018: Headshot - Game Hacking on macOS
 
Game development -session on unity 3d
Game development -session on unity 3d Game development -session on unity 3d
Game development -session on unity 3d
 
Software Engineer- A unity 3d Game
Software Engineer- A unity 3d GameSoftware Engineer- A unity 3d Game
Software Engineer- A unity 3d Game
 
PRESENTATION ON Game Engine
PRESENTATION ON Game EnginePRESENTATION ON Game Engine
PRESENTATION ON Game Engine
 
IEEE VR-SEARIS 2014 Keynote - MiddleVR - Philosophy and architecture
IEEE VR-SEARIS 2014 Keynote - MiddleVR - Philosophy and architectureIEEE VR-SEARIS 2014 Keynote - MiddleVR - Philosophy and architecture
IEEE VR-SEARIS 2014 Keynote - MiddleVR - Philosophy and architecture
 
Creating great Unity games for Windows 10 - Part 1
Creating great Unity games for Windows 10 - Part 1Creating great Unity games for Windows 10 - Part 1
Creating great Unity games for Windows 10 - Part 1
 
Windows game development with Unity 5
Windows game development with Unity 5Windows game development with Unity 5
Windows game development with Unity 5
 
iOS Game Development With UIKit
iOS Game Development With UIKitiOS Game Development With UIKit
iOS Game Development With UIKit
 
Game engines and Their Influence in Game Design
Game engines and Their Influence in Game DesignGame engines and Their Influence in Game Design
Game engines and Their Influence in Game Design
 
Game design & development
Game design & developmentGame design & development
Game design & development
 
Making A Game Engine Is Easier Than You Think
Making A Game Engine Is Easier Than You ThinkMaking A Game Engine Is Easier Than You Think
Making A Game Engine Is Easier Than You Think
 
2D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 2014
2D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 20142D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 2014
2D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 2014
 
Metodologías de desarrollo de software en Gaming
Metodologías de desarrollo de software en GamingMetodologías de desarrollo de software en Gaming
Metodologías de desarrollo de software en Gaming
 
Hybrid Game Development with GameSalad
Hybrid Game Development with GameSaladHybrid Game Development with GameSalad
Hybrid Game Development with GameSalad
 
Designing a pragmatic back-end service for mobile games
Designing a pragmatic back-end service for mobile gamesDesigning a pragmatic back-end service for mobile games
Designing a pragmatic back-end service for mobile games
 

Recently uploaded

Globus Compute Introduction - GlobusWorld 2024
Globus Compute Introduction - GlobusWorld 2024Globus Compute Introduction - GlobusWorld 2024
Globus Compute Introduction - GlobusWorld 2024
Globus
 
Pro Unity Game Development with C-sharp Book
Pro Unity Game Development with C-sharp BookPro Unity Game Development with C-sharp Book
Pro Unity Game Development with C-sharp Book
abdulrafaychaudhry
 
GOING AOT WITH GRAALVM FOR SPRING BOOT (SPRING IO)
GOING AOT WITH GRAALVM FOR  SPRING BOOT (SPRING IO)GOING AOT WITH GRAALVM FOR  SPRING BOOT (SPRING IO)
GOING AOT WITH GRAALVM FOR SPRING BOOT (SPRING IO)
Alina Yurenko
 
Quarkus Hidden and Forbidden Extensions
Quarkus Hidden and Forbidden ExtensionsQuarkus Hidden and Forbidden Extensions
Quarkus Hidden and Forbidden Extensions
Max Andersen
 
A Study of Variable-Role-based Feature Enrichment in Neural Models of Code
A Study of Variable-Role-based Feature Enrichment in Neural Models of CodeA Study of Variable-Role-based Feature Enrichment in Neural Models of Code
A Study of Variable-Role-based Feature Enrichment in Neural Models of Code
Aftab Hussain
 
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...
Juraj Vysvader
 
Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...
Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...
Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...
Globus
 
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI App
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI AppAI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI App
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI App
Google
 
Enhancing Research Orchestration Capabilities at ORNL.pdf
Enhancing Research Orchestration Capabilities at ORNL.pdfEnhancing Research Orchestration Capabilities at ORNL.pdf
Enhancing Research Orchestration Capabilities at ORNL.pdf
Globus
 
Lecture 1 Introduction to games development
Lecture 1 Introduction to games developmentLecture 1 Introduction to games development
Lecture 1 Introduction to games development
abdulrafaychaudhry
 
Essentials of Automations: The Art of Triggers and Actions in FME
Essentials of Automations: The Art of Triggers and Actions in FMEEssentials of Automations: The Art of Triggers and Actions in FME
Essentials of Automations: The Art of Triggers and Actions in FME
Safe Software
 
Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...
Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...
Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...
Mind IT Systems
 
Large Language Models and the End of Programming
Large Language Models and the End of ProgrammingLarge Language Models and the End of Programming
Large Language Models and the End of Programming
Matt Welsh
 
Game Development with Unity3D (Game Development lecture 3)
Game Development  with Unity3D (Game Development lecture 3)Game Development  with Unity3D (Game Development lecture 3)
Game Development with Unity3D (Game Development lecture 3)
abdulrafaychaudhry
 
Innovating Inference - Remote Triggering of Large Language Models on HPC Clus...
Innovating Inference - Remote Triggering of Large Language Models on HPC Clus...Innovating Inference - Remote Triggering of Large Language Models on HPC Clus...
Innovating Inference - Remote Triggering of Large Language Models on HPC Clus...
Globus
 
Globus Connect Server Deep Dive - GlobusWorld 2024
Globus Connect Server Deep Dive - GlobusWorld 2024Globus Connect Server Deep Dive - GlobusWorld 2024
Globus Connect Server Deep Dive - GlobusWorld 2024
Globus
 
Introduction to Pygame (Lecture 7 Python Game Development)
Introduction to Pygame (Lecture 7 Python Game Development)Introduction to Pygame (Lecture 7 Python Game Development)
Introduction to Pygame (Lecture 7 Python Game Development)
abdulrafaychaudhry
 
openEuler Case Study - The Journey to Supply Chain Security
openEuler Case Study - The Journey to Supply Chain SecurityopenEuler Case Study - The Journey to Supply Chain Security
openEuler Case Study - The Journey to Supply Chain Security
Shane Coughlan
 
Globus Compute wth IRI Workflows - GlobusWorld 2024
Globus Compute wth IRI Workflows - GlobusWorld 2024Globus Compute wth IRI Workflows - GlobusWorld 2024
Globus Compute wth IRI Workflows - GlobusWorld 2024
Globus
 
BoxLang: Review our Visionary Licenses of 2024
BoxLang: Review our Visionary Licenses of 2024BoxLang: Review our Visionary Licenses of 2024
BoxLang: Review our Visionary Licenses of 2024
Ortus Solutions, Corp
 

Recently uploaded (20)

Globus Compute Introduction - GlobusWorld 2024
Globus Compute Introduction - GlobusWorld 2024Globus Compute Introduction - GlobusWorld 2024
Globus Compute Introduction - GlobusWorld 2024
 
Pro Unity Game Development with C-sharp Book
Pro Unity Game Development with C-sharp BookPro Unity Game Development with C-sharp Book
Pro Unity Game Development with C-sharp Book
 
GOING AOT WITH GRAALVM FOR SPRING BOOT (SPRING IO)
GOING AOT WITH GRAALVM FOR  SPRING BOOT (SPRING IO)GOING AOT WITH GRAALVM FOR  SPRING BOOT (SPRING IO)
GOING AOT WITH GRAALVM FOR SPRING BOOT (SPRING IO)
 
Quarkus Hidden and Forbidden Extensions
Quarkus Hidden and Forbidden ExtensionsQuarkus Hidden and Forbidden Extensions
Quarkus Hidden and Forbidden Extensions
 
A Study of Variable-Role-based Feature Enrichment in Neural Models of Code
A Study of Variable-Role-based Feature Enrichment in Neural Models of CodeA Study of Variable-Role-based Feature Enrichment in Neural Models of Code
A Study of Variable-Role-based Feature Enrichment in Neural Models of Code
 
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...
 
Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...
Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...
Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...
 
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI App
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI AppAI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI App
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI App
 
Enhancing Research Orchestration Capabilities at ORNL.pdf
Enhancing Research Orchestration Capabilities at ORNL.pdfEnhancing Research Orchestration Capabilities at ORNL.pdf
Enhancing Research Orchestration Capabilities at ORNL.pdf
 
Lecture 1 Introduction to games development
Lecture 1 Introduction to games developmentLecture 1 Introduction to games development
Lecture 1 Introduction to games development
 
Essentials of Automations: The Art of Triggers and Actions in FME
Essentials of Automations: The Art of Triggers and Actions in FMEEssentials of Automations: The Art of Triggers and Actions in FME
Essentials of Automations: The Art of Triggers and Actions in FME
 
Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...
Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...
Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...
 
Large Language Models and the End of Programming
Large Language Models and the End of ProgrammingLarge Language Models and the End of Programming
Large Language Models and the End of Programming
 
Game Development with Unity3D (Game Development lecture 3)
Game Development  with Unity3D (Game Development lecture 3)Game Development  with Unity3D (Game Development lecture 3)
Game Development with Unity3D (Game Development lecture 3)
 
Innovating Inference - Remote Triggering of Large Language Models on HPC Clus...
Innovating Inference - Remote Triggering of Large Language Models on HPC Clus...Innovating Inference - Remote Triggering of Large Language Models on HPC Clus...
Innovating Inference - Remote Triggering of Large Language Models on HPC Clus...
 
Globus Connect Server Deep Dive - GlobusWorld 2024
Globus Connect Server Deep Dive - GlobusWorld 2024Globus Connect Server Deep Dive - GlobusWorld 2024
Globus Connect Server Deep Dive - GlobusWorld 2024
 
Introduction to Pygame (Lecture 7 Python Game Development)
Introduction to Pygame (Lecture 7 Python Game Development)Introduction to Pygame (Lecture 7 Python Game Development)
Introduction to Pygame (Lecture 7 Python Game Development)
 
openEuler Case Study - The Journey to Supply Chain Security
openEuler Case Study - The Journey to Supply Chain SecurityopenEuler Case Study - The Journey to Supply Chain Security
openEuler Case Study - The Journey to Supply Chain Security
 
Globus Compute wth IRI Workflows - GlobusWorld 2024
Globus Compute wth IRI Workflows - GlobusWorld 2024Globus Compute wth IRI Workflows - GlobusWorld 2024
Globus Compute wth IRI Workflows - GlobusWorld 2024
 
BoxLang: Review our Visionary Licenses of 2024
BoxLang: Review our Visionary Licenses of 2024BoxLang: Review our Visionary Licenses of 2024
BoxLang: Review our Visionary Licenses of 2024
 

West Coast DevCon 2014: Game Programming in UE4 - Game Framework & Sample Projects

  • 1. Game Programming in UE4 Game Framework & Sample Projects Gerke Max Preussner max.preussner@epicgames.com
  • 2. Game Framework History UE1 and UE2 • Designed for First Person Shooters (FPS) • UnrealScript game scripting language UE3 • Kismet Visual Scripting added • More modular game classes • But still very FPS centric UE4 • UnrealScript replaced with Blueprints • Game genre agnostic • Lots of sample projects!
  • 3. UnrealScript vs. C++ vs. Blueprints UnrealScript was: • An object-oriented scripting language • Similar in syntax to C, C++, Java, but also somewhat different • Compiled to virtual machine byte code • Adding interesting features, such as States, Timers, Delegates Blueprints are: • A visual scripting system that is artist and designer friendly • Using the same virtual machine as UnrealScript • Almost as powerful as UnrealScript, and in some ways even better C++ has: • Always been part of UE game programming • Tight bi-directional integrations with the virtual machine • Been greatly improved in UE4 to replace UnrealScript for coders C++ Blueprints VM
  • 4. So What Is The Game Framework? Overview Why Use It? Set Of Foundation Classes • Provide basic structure and functions of your game • You derive from the classes that you need • Fill in the details for your particular game What’s Missing? • Game genre specific implementations • No concept of health and death • No built-in classes for weapons, inventory, etc.
  • 5. So What Is The Game Framework? Overview Why Use It? Reduced Learning Curve • Hides the low-level details of game engines • Benefit from 20+ years of game developing experience • Many samples and tutorials for solving common tasks High Productivity • Focus on what really matters to you: making your game • Solves many tricky problems in games (movement, input, etc.) • Greatly reduces boilerplate code needed for all games Scalability • Smoothly grow your game & team from prototype to AAA
  • 6. Fundamental Concepts Actors Components Pawn Controller Character HUD GameMode What is an Actor? • Entity in a game level • Usually contains one or more Actor Components • Supports network replication for multiplayer games Things to know about Actors • Don’t have Location, Rotation (stored in root component) • Created with SpawnActor() method • Must be destroyed explicitly with Destroy() method • Will not be garbage collected during the game
  • 7. Fundamental Concepts Actors Components Pawn Controller Character HUD GameMode What is an ActorComponent? • Reusable functionality that can be added to an Actor • Contain the most interesting functionality & events • Also accessible in Blueprints! Example Components: • Scene Component – Adds transforms and attachments • Primitive Component – Adds collision and rendering • UAudioComponent, UArrowComponent, UInputComponent, ULightComponent, UMeshComponent, UParticleSystemComponent and many more!
  • 8. Fundamental Concepts Actors Components Pawn Controller Character HUD GameMode PrimiviteComponent Event Examples • Hit – Called when bumping into a wall • Begin/EndOverlap – Walk into or out of a trigger • Begin/EndCursorOver • Clicked/Released • InputTouchBegin/End • Begin/EndTouchOver
  • 9. Fundamental Concepts Actors Components Pawn Controller Character HUD GameMode What is a Pawn? • An agent in the world • Optionally possessed by a Controller • Usually handles movement and input Things to know about Pawns • Good place to implement health • No movement or input code by default
  • 10. Fundamental Concepts Actors Components Pawn Controller Character HUD GameMode What is a Controller? • A brain that can possess a Pawn • PlayerController: Represents a human player • AIController: Computes AI behavior for Pawns Things to know about Controllers • Possess one Pawn at a time • Can persist after possessed Pawn dies
  • 11. Fundamental Concepts Actors Components Pawn Controller Character HUD GameMode PlayerController • Interface for players to agents • Handles touches, clicks, keyboard • Showing/hiding mouse cursor • Good place for non-agent code • Menus, voice chat, etc. • Many other useful options
  • 12. Fundamental Concepts Actors Components Pawn Controller Character HUD GameMode What is a Character? • Special Pawn that can walk • Comes with useful Components Things to know about Controllers • Handles collision • Client-side movement prediction • Much improvement from UE3
  • 13. Fundamental Concepts Actors Components Pawn Controller Character HUD GameMode What is a HUD? • Head-Up Display • Responsible for in-game UI Things to know about Controllers • Immediate-mode drawing API • No tools for building HUDs • UMG will provide all the things!
  • 14. Fundamental Concepts Actors Components Pawn Controller Character HUD GameMode What is a GameMode? • Implements the game rules • Configures default classes for Pawn, Controller, HUD, etc. • Can be accessed from anywhere (GetGameMode()) Things to know about GameModes • Only exists on the server and single player instances! • GameState is used to replicate game state to clients • Default game mode can be set in Project Settings • Per-map overrides in World Settings
  • 15. Other Important Concepts Input Collision Replication Axes & Actions • Can bind to mouse, keyboard, touch, etc. • Defined in Project Settings Input Processing Order 1. PlayerController 2. Level Blueprint 3. Possessed Pawn
  • 16. Other Important Concepts Input Collision Replication Various Collision Query Functions • Line traces (ray casts) • Geometry sweeps • Overlap tests Simple Collision • Box, sphere, capsule, convex • Authoring tools in Editor • Used for movement, physics, etc. Complex collision • Actual graphics triangles • Used for weapons, kinematics, etc.
  • 17. Other Important Concepts Input Collision Replication Transfer game state between Server and Clients • Remote Procedure Calls (RPC) • Data transfer (variables, structs, dynamic arrays) • Editor supports multiplayer PIE testing
  • 19. Questions? Documentation, Tutorials and Help at: • AnswerHub: • Engine Documentation: • Official Forums: • Community Wiki: • YouTube Videos: • Community IRC: Unreal Engine 4 Roadmap • lmgtfy.com/?q=Unreal+engine+Trello+ http://answers.unrealengine.com http://docs.unrealengine.com http://forums.unrealengine.com http://wiki.unrealengine.com http://www.youtube.com/user/UnrealDevelopmentKit #unrealengine on FreeNode

Editor's Notes

  1. Prepared and presented by Gerke Max Preussner for West Coast MiniDevCon 2014, July 21-24th Email max.preussner@epicgames.com in case of comments, questions or suggestions or visit our AnswerHub at http://answers.unrealengine.com
  2. Previous versions of Unreal Engine were primarily designed for first person shooter games, because that’s the kind of games Epic used to make. Unreal Engine 4 is much more game agnostic, and it ships with a ton of sample games for different genres. Game scripting was part of the engine from the very beginning. After spending several years of learning Unreal Script, you may be excited to hear that we got rid of it. Unreal Script has been replaced with Blueprints.
  3. Unreal Script was a completely separate programming language, although it was similar to C++ and Java. Blueprints are almost as powerful as UnrealScript. C++ has been augmented with more macros to give it more of the abilities that Unreal Script used to have.
  4. Unreal Engine comes with the so called Game Framework that makes it easy to create new games. It is a set of classes that provide all the basic functionality needed for most games. Since the Engine is now more game agnostic, it no longer contains concepts for health and weapons. You have to create those yourself for your particular game, or use one of the project templates as a starting point.
  5. Why should you use the Game Framework? Because it takes care of many of the low-level things that every game needs. Epic Games has been making games for over 20 years, and all that experience flows back into the framework. Let us worry about the technicalities – you focus on making cool games.
  6. There are a number of concepts in the Game Framework, but some are particularly important. The most important one is Actor, because every interactive entity in your game will be an Actor. Actors have built-in support for network replication, and they can be heavily customized with Actor Components.
  7. Actor Components are little reusable pieces of functionality that you can attach to Actors. They really implement the most interesting parts of what an Actor actually does and what it looks like in your game. Scene and Primitive Components are the most frequently used Actor Components. They provide things like appearance, collision and 3D transformations.
  8. Actor Components can generate events that are accessible in both Blueprints and C++. For example, when an Actor touches a wall or some other actor, you can react to it by monitoring the Hit event. Many Actor Components define their own events.
  9. The second most important concept is the Pawn. A Pawn is an entity in your game that can be controlled by a Player or some artificial intelligence. In earlier versions of Unreal Engine, Pawns were mostly used for humanoid creatures. In UE4 they can be anything, including space ships, submarines or eight legged robots.
  10. Pawns do not control themselves. They are controlled by so called Controllers, which you can think of as the brain of a Pawn. Human players use a special controller, called the Player Controller. AI pawns can be controlled with AI Controllers. A Pawn may die in your game and disappear, but the Controller can stick around. For example, when a player respawns, we usually attach the same PlayerController to a new Pawn.
  11. PlayerControllers also process input, which is forwarded to the currently possessed Pawn. We also PlayerControllers to manage in-game menus, head-up displays and voice chat. It is a good place to put anything that has to do with human players.
  12. A Character is a special Pawn class that contains walking logic. It comes with useful components that make it easier to create humanoid game entities. Characters have client-side movement prediction code that allows for smooth multiplayer experiences. They have been improved greatly from Unreal Engine 3.
  13. The HUD is responsible for drawing in-game UI, such as health bars and ammo counters. It uses a code-only API including functions like DrawTexture() and DrawText(). Unreal Motion Graphics will soon provide awesome tools for creating animated in-game UIs.
  14. Finally, the Game Mode contains your game’s state machine and game rules. It also determines which Pawn, Controller and HUD classes are used by your game. The Game Mode only exists on the server, because the server is the authority over what happens in the game. Clients learn about the game state through another class, called the GameState. The Game State forwards relevant details about the game to all clients.
  15. There are some other important concepts you should know about. The input system has support for a variety of input types, such as buttons, keys, analog controllers and mice. All input is processed in a certain order. This may affect the implementation of your game.
  16. The Engine provides a variety of functions for collision testing. We distinguish between simple and complex collsion. Simple collision is very cheap and uses 3D primitives for overlap checking. Complex collision is much more accurate, because it uses individual triangles, but it is also more expensive.
  17. Finally, Replication is the Engine’s mechanism to ensure that all players in a multiplayer game share the same experience. It is responsible for transferring game relevant data and events from the client to the server, and the server to all clients. If you wish to learn more about Replication, make sure to check out our next talk in Room XYZ.
  18. And here is a flow chart for the game framework classes. The only class we have not discussed is the PlayerCameraManager. It is part of the PlayerController and controls the movement of the player’s camera.
  19. Make sure to check out our extensive documentation on the internet!