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- Preface
- Chapter 1: Development Environments
- Introduction
- Using UnCodeX
- Dungeon Defenders to save the day
- Unreal Script IDE
- nFringe
- Unreal X-Editor
- Editing runtime values with Remote Control
- Chapter 2: Archetypes and Prefabs
- Introduction
- Constructing a leaking pipe prefab
- Adding particles to our prefab
- Adding audio effects to our prefab
- Creating a PointLight archetype
- Creating a subarchetype from an archetype
- Chapter 3: Scripting a Camera System
- Introduction
- Configuring the engine and editor for a custom camera
- Writing the TutorialCamera class
- Camera properties and archetypes
- Creating a first person camera
- Creating a third person camera
- Creating a side-scrolling camera
- Creating a top-down camera
- Chapter 4: Crafting Pickups Table of Contents
- Introduction
- Creating our first pickup
- Creating a base for our pickup to spawn from
- Animating our pickup
- Altering what our pickup does
- Allowing vehicles to use a pickup
- Chapter 5: AI and Navigation
- Introduction
- Laying PathNodes on a map
- Laying NavMeshes on a map
- Adding a scout to create NavMesh properties
- Adding an AI pawn via Kismet
- Allowing a pawn to wander randomly around a map
- Making a pawn patrol PathNodes on a map
- Making a pawn randomly patrol PathNodes on a map
- Allowing a pawn to randomly patrol a map with NavMeshes
- Making a pawn follow us around the map with NavMeshes
- Chapter 6: Weapons
- Introduction
- Creating a gun that fires homing missiles
- Creating a gun that heals pawns
- Creating a weapon that can damage over time
- Adding a flashlight to a weapon
- Creating an explosive barrel
- Creating a landmine
- Chapter 7: HUD
- Introduction
- Displaying a bar for the player's health
- Drawing text for a player's health
- Displaying a bar for the player's ammo
- Drawing text for the player's ammo
- Drawing the player's name on screen
- Creating a crosshair
- Chapter 8: Miscellaneous Recipes Table of Contents
- Introduction
- Creating an army of companions
- Having enemies flash quickly as their health decreases
- Creating a crosshair that uses our weapon's trace
- Changing the crosshair color when aiming at a pawn
- Drawing a debug screen
- Drawing a bounding box around pawns
- Index