{"product_id":"110205","title":"Life Unreal 5 Project Textbook ","description":"\u003ccenter\u003e\u003cdiv style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/tmgdisk01.cafe24.com\/images\/vs\/4172\/sv\/3jYEEOLmTXYDYojEfjNE9u5AFBIFDn.png?v=1765096512\" style=\"max-width:100%;max-height:10px\"\u003e\u003c\/div\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\n\n\u003cdiv style=\"width:95%\"\u003e\n\n\u003cdiv style=\"text-align:center;font-size:30px;font-weight:bolder;line-height:1.6em\"\u003e Life Unreal 5 Project Textbook \u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"border-bottom:1px;border-bottom-style:dotted;border-color:;padding-bottom:20px\"\u003e\u003ccenter\u003e\u003ctable align=\"center\" width=\"100%\"\u003e\u003ctbody style=\"border:0px\"\u003e\n\n\u003ctr\u003e\u003ctd align=\"center\" style=\"line-height:1.2em;text-align:center;font-size:18px;color:black;font-weight:bold;padding-bottom:20px;\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\u003ctr\u003e\u003ctd style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/image.yes24.com\/goods\/127158466\/XL\" style=\"max-width:100%;height:auto\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\n\u003c\/tbody\u003e\u003c\/table\u003e\u003c\/center\u003e\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;{split_style6}padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e Description \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;word-break:break-all;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eBook Introduction\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e\u003cdiv\u003e \u003cb\u003eFor developers of immersive content\u003cbr\u003e All About Unreal Engine\u003cbr\u003e Developing 3D immersive content with Unreal Engine\u003cbr\u003e Life Unreal 5 Project Textbook\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e The UE4-based 『Life Unreal Textbook』, which was much loved as an Unreal textbook, has been completely revised and expanded to match the latest version, Unreal Engine version 5, as the 『Life Unreal 5 Project Textbook』.\u003cbr\u003e Unreal Engine, a real-time 3D production platform developed by Epic Games of the United States, is considered a must-learn immersive content development environment for all developers in the metaverse era.\u003cbr\u003e Another attractive feature is that while Unity has adopted C#, Unreal Engine uses C++, which is familiar to developers. \u003cbr\u003eWhile Unity has strengths in mobile games, Unreal Engine is the powerhouse of immersive content that makes users feel \"existence\" through 3D realistic content, including video games, and is captivating not only general users but also developers with various features, including the Metahuman Creator.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e In particular, this book is written by all of the authors, including Lee Young-ho, CEO of ARA, a professional lecture group that wrote 『Unity Textbook for Life』 and 『Unity VR\/AR Textbook for Life』, who have obtained Unreal Authorized Instructor certification and have officially verified solid lecture skills. Based on this, they create a real game using Unreal Editor based on Unreal C++ as well as Unreal Blueprint, the visual scripting of Unreal Engine.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e The book is published as a complete volume, but is bound in two-top bindings for easy portability. \u003cbr\u003eVolume 1 can be divided into Chapters 1-2 for beginner-intermediate level (Unreal Engine and shooting game production), and Volume 2 can be divided into Chapters 3-4 for advanced level (TPS game production and Unreal graphics).\u003cbr\u003e Code and inquiries are updated through the author's cafe (cafe.naver.com\/unrealunity), and example code is provided through the author's GitHub (github.com\/araxrlab\/lifeunreal5) and Seongandang data room.\u003cbr\u003e\u003cbr\u003e\n\u003c\/div\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cul\u003e\u003cli\u003e You can preview some of the book's contents.\u003cbr\u003e \u003cspan\u003ePreview\u003c\/span\u003e\n\n\u003c\/li\u003e\u003c\/ul\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eindex\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e \u003cb\u003e[Volume 1]\u003cbr\u003e\u003cbr\u003e Chapter 1: Getting to Know Unreal Engine\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e 1.1 Unreal Engine Overview\u003cbr\u003e 1.1-1 The Present and Future of Real-Time Engines\u003cbr\u003e → What is a real-time engine?\u003cbr\u003e → Metaverse and Real-Time Engine\u003cbr\u003e\u003cbr\u003e 1.1-2 Introduction to Unreal Engine\u003cbr\u003e → The beginning of Unreal Engine\u003cbr\u003e → Current status and application areas of Unreal Engine\u003cbr\u003e\u003cbr\u003e 1.2 Content Development Methodology\u003cbr\u003e 1.2-1 Understanding Project Creation\u003cbr\u003e → Understanding the content creation process\u003cbr\u003e\u003cbr\u003e 1.2-2 How to create an Unreal Engine\u003cbr\u003e → Comparing LEGO and Unreal Engine production methods\u003cbr\u003e \u003cbr\u003e1.3 Installing Unreal Engine\u003cbr\u003e 1.3-1 Signing up and installing Unreal\u003cbr\u003e → Sign up for Epic Games\u003cbr\u003e → Download and install the Epic Games Launcher\u003cbr\u003e → Installing Unreal Engine with the Epic Games Launcher\u003cbr\u003e\u003cbr\u003e 1.4 Screen composition in Unreal Engine\u003cbr\u003e 1.4-1 Creating a New Project\u003cbr\u003e → Create a project\u003cbr\u003e → Setting project creation options\u003cbr\u003e\u003cbr\u003e 1.4-2 Examining the Screen Layout of Unreal Engine\u003cbr\u003e → Changing the language of the Unreal Engine editor\u003cbr\u003e → Screen layout of the Unreal Engine editor\u003cbr\u003e\u003cbr\u003e 1.5 Handling Actors\u003cbr\u003e 1.5-1 Learn the basics of the Unreal Engine editor.\u003cbr\u003e → Manipulating the viewport camera\u003cbr\u003e → Manipulating the movement, rotation, and scale of actors\u003cbr\u003e\u003cbr\u003e 1.5-2 Spatial design using geometry brush actors\u003cbr\u003e → Save level\u003cbr\u003e → Create a new level\u003cbr\u003e → Geometry Brush Actor\u003cbr\u003e → Preparing an apartment floor plan\u003cbr\u003e → Build a wall\u003cbr\u003e → Building a kitchen and dining room\u003cbr\u003e → Drilling a hole in the door\u003cbr\u003e\u003cbr\u003e 1.5-3 Expressing Materials  \u003cbr\u003e→ Composition of 3D modeling data\u003cbr\u003e → Understanding Unreal Engine Materials\u003cbr\u003e → Material creation and application\u003cbr\u003e\u003cbr\u003e 1.5-4 Adding doors and windows\u003cbr\u003e → Place the door actor\u003cbr\u003e\u003cbr\u003e 1.5-5 Lighting Placement\u003cbr\u003e → Types of light actors\u003cbr\u003e → Placing light props\u003cbr\u003e → Placing lights\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 2: Creating a Shooting Game\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e 2.1 Using Blueprints\u003cbr\u003e 2.1-1 Coding and Visual Scripting\u003cbr\u003e → Preparing an Unreal Project\u003cbr\u003e → Creating an Actor Blueprint\u003cbr\u003e → Print Hello World!\u003cbr\u003e\u003cbr\u003e 2.1-2 Basics of Blueprint Scripting\u003cbr\u003e → Structure and control flow of blueprint nodes\u003cbr\u003e → Data container, variable\u003cbr\u003e → Node or function that performs the desired action\u003cbr\u003e → Flow Control 1 - Conditional Statement\u003cbr\u003e → Flow Control 2 - Loops\u003cbr\u003e\u003cbr\u003e 2.1-3 Classes and Life Cycles\u003cbr\u003e → What is a class?\u003cbr\u003e → Object-oriented programming\u003cbr\u003e → Unreal Engine's life cycle functions\u003cbr\u003e\u003cbr\u003e 2.2 Creating a Prototype Version\u003cbr\u003e 2.2-1 Setting up the prototyping environment  \u003cbr\u003e→ Create a shooting project\u003cbr\u003e → Creating a Game Mode Base\u003cbr\u003e → Setting up the camera and lights\u003cbr\u003e\u003cbr\u003e 2.2-2 Moving Players\u003cbr\u003e → Create a player blueprint\u003cbr\u003e → Binding user input\u003cbr\u003e → Handle player movement\u003cbr\u003e\u003cbr\u003e 2.2-3 Firing bullets\u003cbr\u003e → Create a bullet blueprint\u003cbr\u003e → Bind the bullet firing input key\u003cbr\u003e → Implementing bullet creation function\u003cbr\u003e → Add bullet firing sound\u003cbr\u003e\u003cbr\u003e 2.2-4 Creating Enemies\u003cbr\u003e → Create an Enemy Blueprint\u003cbr\u003e → Creating an Enemy Factory Actor\u003cbr\u003e → Draw the enemy's movement direction\u003cbr\u003e\u003cbr\u003e 2.2-5 Handling Collisions\u003cbr\u003e → Create collision\u003cbr\u003e → Set collision\u003cbr\u003e → Implementing collision events\u003cbr\u003e → Creating a Kill Zone\u003cbr\u003e\u003cbr\u003e 2.2-6 Scrolling the background\u003cbr\u003e → Image Import\u003cbr\u003e → Place the image in 3D world space\u003cbr\u003e → Scroll through the UVs of the image\u003cbr\u003e → Cast Shadow\u003cbr\u003e\u003cbr\u003e 2.3 Creating an alpha version\u003cbr\u003e 2.3-1 Replacing with external modeling  \u003cbr\u003e→ Import external modeling files\u003cbr\u003e → Setting up materials\u003cbr\u003e → Replace static mesh\u003cbr\u003e → Add rotation function to enemies\u003cbr\u003e\u003cbr\u003e 2.3-2 Creating a Score UI\u003cbr\u003e → Create a score accumulation function\u003cbr\u003e → Call the score accumulation function\u003cbr\u003e → Create a current score UI\u003cbr\u003e → Display the widget on the screen\u003cbr\u003e\u003cbr\u003e 2.3-3 Creating a Game Over UI\u003cbr\u003e → Create a Game Over Widget\u003cbr\u003e → Display the game over UI on the screen\u003cbr\u003e → Pause and show mouse cursor\u003cbr\u003e → Implementing button functions\u003cbr\u003e\u003cbr\u003e 2.4 Creating a Beta Version\u003cbr\u003e 2.4-1 Displaying High Scores and Saving Data\u003cbr\u003e → Creating a high score UI\u003cbr\u003e → Update your high score\u003cbr\u003e → Save and load scores to a file\u003cbr\u003e\u003cbr\u003e 2.4-2 Packaging into an executable file\u003cbr\u003e → Setting up the project before packaging\u003cbr\u003e → Packaging the project\u003cbr\u003e\u003cbr\u003e 2.5 Unreal C++ Basics 2.4\u003cbr\u003e 2.5-1 Developing Unreal Engine Using C++\u003cbr\u003e → Check Visual Studio 2022 installation\u003cbr\u003e → Create a new project  \u003cbr\u003e→ Print Hello World\u003cbr\u003e\u003cbr\u003e 2.5-2 Variables and Functions in C++\u003cbr\u003e → Creating basic data type variables\u003cbr\u003e → UPROPERTY system\u003cbr\u003e → Creating a C++ function\u003cbr\u003e → Global and local variables\u003cbr\u003e → UFUNCTION system\u003cbr\u003e\u003cbr\u003e 2.5-3 Conditional statements and loops in C++\u003cbr\u003e → Conditional statement\u003cbr\u003e → Loop\u003cbr\u003e\u003cbr\u003e 2.5-4 Access modifiers, constructors, and pointers\u003cbr\u003e → Access modifier\u003cbr\u003e → Constructor\u003cbr\u003e → Pointer\u003cbr\u003e → Call by value and call by reference\u003cbr\u003e\u003cbr\u003e 2.6 Creating a C++ Shooting Project\u003cbr\u003e 2.6-1 Configuring the Shooting Project Environment\u003cbr\u003e → Create a level and specify a base map\u003cbr\u003e → Creating a GameModeBase class\u003cbr\u003e → Placing the camera and lights\u003cbr\u003e\u003cbr\u003e 2.6-2 Creating a Player\u003cbr\u003e → Create a player class\u003cbr\u003e → Binding user input keys\u003cbr\u003e → Apply the movement formula\u003cbr\u003e\u003cbr\u003e 2.6-3 Crafting Bullets\u003cbr\u003e → Create a Bullet class\u003cbr\u003e → Move the bullet forward\u003cbr\u003e → Mouse button input action  \u003cbr\u003e→ Implementing bullet creation function\u003cbr\u003e → Implementing bullet firing sound effects\u003cbr\u003e\u003cbr\u003e 2.6-4 Creating Enemies\u003cbr\u003e → Creating an Enemy class and blueprint\u003cbr\u003e → Function to determine movement direction by lottery\u003cbr\u003e → Implementing a function to move in the saved direction\u003cbr\u003e → Creating an enemy spawning actor\u003cbr\u003e\u003cbr\u003e 2.6-5 Handling Collisions\u003cbr\u003e → Setting the Collision Channel\u003cbr\u003e → Setting individual collision responses\u003cbr\u003e → Collision events and delegates\u003cbr\u003e → Creating a Kill Zone\u003cbr\u003e\u003cbr\u003e 2.6-6 Creating a score UI\u003cbr\u003e → Create a score accumulation function\u003cbr\u003e → Create a UserWidget class\u003cbr\u003e → Reflect the current score in the widget\u003cbr\u003e\u003cbr\u003e 2.6-7 Creating a Game Over UI\u003cbr\u003e → Creating a Game Over Widget\u003cbr\u003e → Display widget when game over\u003cbr\u003e → Implementing button functions in the Game Over UI\u003cbr\u003e → Things to be careful of when using pointer variables\u003cbr\u003e\u003cbr\u003e Life Unreal Textbook Illustration List\u003cbr\u003e\u003cbr\u003e \u003cb\u003e[Volume 2]\u003cbr\u003e\u003cbr\u003e Chapter 3: Creating a TPS Game\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e 3.1 Creating a Prototype Version  \u003cbr\u003e3.1-1 Creating a TPS Project\u003cbr\u003e → Create a project\u003cbr\u003e → Managing source code\u003cbr\u003e → Create a level\u003cbr\u003e → Writing a utility macro\u003cbr\u003e\u003cbr\u003e 3.1-2 Creating a Player\u003cbr\u003e → Create a player that inherits Character\u003cbr\u003e → Creating a Player Blueprint\u003cbr\u003e → Edit game mode class information\u003cbr\u003e\u003cbr\u003e 3.1-3 Attaching the Player's Third-Person Camera and Appearance\u003cbr\u003e → Attach player's appearance\u003cbr\u003e → Attach a third-person camera\u003cbr\u003e\u003cbr\u003e 3.1-4 Handling Player Movement\u003cbr\u003e → Mapping user input\u003cbr\u003e → Handling player rotation\u003cbr\u003e → Move player\u003cbr\u003e\u003cbr\u003e 3.1-5 Crafting Bullets\u003cbr\u003e → Create a Bullet class\u003cbr\u003e → Add required components\u003cbr\u003e → Create and test a Blueprint Bullet\u003cbr\u003e\u003cbr\u003e 3.1-6 Firing a Bullet\u003cbr\u003e → Add launch input\u003cbr\u003e → Add a total mesh asset\u003cbr\u003e → Add a gun to the player\u003cbr\u003e → Implementing the launch function\u003cbr\u003e → Remove bullet instances\u003cbr\u003e\u003cbr\u003e 3.1-7 Implementing Sniper Mode  \u003cbr\u003e→ Import sniper assets\u003cbr\u003e → Replace gun\u003cbr\u003e → Crafting a Sniper UMG\u003cbr\u003e → Switch to sniper aiming mode\u003cbr\u003e → Firing bullets using LineTrace\u003cbr\u003e → Implementing normal aiming mode\u003cbr\u003e\u003cbr\u003e 3.1-8 Creating Enemies\u003cbr\u003e → Create an enemy actor\u003cbr\u003e → Assign appearance data\u003cbr\u003e\u003cbr\u003e 3.1-9 Building an FSM for enemy AI control\u003cbr\u003e → FSM Overview\u003cbr\u003e → Designing the skeleton of an FSM\u003cbr\u003e → Implementing a waiting state\u003cbr\u003e → Implementing the moving state\u003cbr\u003e → Implementing the attack state\u003cbr\u003e → Implementing the hit state\u003cbr\u003e → Implementing the death state\u003cbr\u003e\u003cbr\u003e 3.2 Creating an Alpha Version\u003cbr\u003e 3.2-1 Upgrading Player Alpha Version\u003cbr\u003e → Import animation assets\u003cbr\u003e → Animation Overview\u003cbr\u003e → Apply animation sequence\u003cbr\u003e → Applying animation blueprints\u003cbr\u003e → Animation state machine\u003cbr\u003e → Waiting state animation\u003cbr\u003e → Movement state animation\u003cbr\u003e → Jump state animation\u003cbr\u003e → Compositing animation using blend space  \u003cbr\u003e→ Handling attacks using animation montages\u003cbr\u003e → Synchronize animation and gun position\u003cbr\u003e → Handling gun firing vibration camera motion\u003cbr\u003e → Play gun firing sound\u003cbr\u003e\u003cbr\u003e 3.2-2 Upgrading the enemy alpha type version\u003cbr\u003e → Import assets\u003cbr\u003e → Upgrade the appearance\u003cbr\u003e → Applying animation blueprints\u003cbr\u003e → Add an animation state machine\u003cbr\u003e → Add waiting status\u003cbr\u003e → Add move status\u003cbr\u003e → Add attack status\u003cbr\u003e → Synchronizing C++ FSM and Animation FSM\u003cbr\u003e → Animation montage for hit state\u003cbr\u003e → Registering a hit animation sequence\u003cbr\u003e → Add section\u003cbr\u003e → Add slot\u003cbr\u003e → Using montages in animation blueprints\u003cbr\u003e → Hit animation end notification event\u003cbr\u003e → Animation montage for death state\u003cbr\u003e → Finding your way using the navigation system\u003cbr\u003e → Finding your way using the navigation invoker\u003cbr\u003e → Add patrol function\u003cbr\u003e \u003cbr\u003e3.2-3 Creating multiple enemies\u003cbr\u003e → Create an EnemyManager class\u003cbr\u003e → Using a timer\u003cbr\u003e → Create an enemy\u003cbr\u003e → Create a spawn location\u003cbr\u003e\u003cbr\u003e 3.3 Creating a Beta Version\u003cbr\u003e 3.3-1 Creating a Player Base Component\u003cbr\u003e → Create a class\u003cbr\u003e → Add and initialize members\u003cbr\u003e\u003cbr\u003e 3.3-2 Creating a Player Movement Component\u003cbr\u003e → Create a moving component\u003cbr\u003e → Registering a component\u003cbr\u003e → Move the camera rotation processing function\u003cbr\u003e → Move the move function\u003cbr\u003e\u003cbr\u003e 3.3-3 Creating a Player Attack Component\u003cbr\u003e → Create an attack component\u003cbr\u003e → Registering a component\u003cbr\u003e → Move attack-related members\u003cbr\u003e → Move the attack-related implementation\u003cbr\u003e\u003cbr\u003e 3.3-4 Adding Dynamic Components\u003cbr\u003e → Dependency problem analysis and solutions\u003cbr\u003e → Delegate action structure\u003cbr\u003e → Delegate macro function\u003cbr\u003e → Creating a delegate\u003cbr\u003e → Using delegates\u003cbr\u003e → Execute delegate\u003cbr\u003e → Controlling components using delegates  \u003cbr\u003e→ Test adding components in Blueprint\u003cbr\u003e\u003cbr\u003e 3.3-5 Handling Game Over\u003cbr\u003e → Manage player stamina\u003cbr\u003e → Player hit event processing\u003cbr\u003e → Handle game over\u003cbr\u003e\u003cbr\u003e 3.3-6 Handling the Total Change Event\u003cbr\u003e → Raising an issue\u003cbr\u003e → Solution\u003cbr\u003e → Create a total change notification event\u003cbr\u003e\u003cbr\u003e 3.3-7 Unreal Motion Graphics with Widget Blueprints\u003cbr\u003e → (UMG)\u003cbr\u003e → UMG Overview\u003cbr\u003e → Create assets\u003cbr\u003e → Expressing HP bar\u003cbr\u003e → Expressing weapon change\u003cbr\u003e → Create a minimap\u003cbr\u003e → UI_Screen Blueprint\u003cbr\u003e → Linking the TPSPlayer class and the UI_Screen widget HP\u003cbr\u003e → Weapon Replacement Blueprint\u003cbr\u003e → Minimap Blueprint\u003cbr\u003e → Creating UI_GameOver\u003cbr\u003e → UI_GameOver Blueprint\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 4 Unreal Graphics\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e 4.1 Creating a Prototype Version\u003cbr\u003e 4.1-1 Atmospheric environment\u003cbr\u003e → Create terrain\u003cbr\u003e → Environmental lighting\u003cbr\u003e → Creating the sky\u003cbr\u003e → Fog effect\u003cbr\u003e → Light optimization\u003cbr\u003e\u003cbr\u003e 4.1-2 Post-processing effects  \u003cbr\u003e→ Understanding Post Process Effect Volume\u003cbr\u003e → Bloom\u003cbr\u003e → Image Effects\u003cbr\u003e → Depth of Field\u003cbr\u003e\u003cbr\u003e 4.2 Unreal Materials\u003cbr\u003e 4.2-1 Material Application 1\u003cbr\u003e → Preparing to create Wet Ground material\u003cbr\u003e → Color mixing (multiply)\u003cbr\u003e → Mix of normal\u003cbr\u003e\u003cbr\u003e 4.2-2 Material Application 2\u003cbr\u003e → Material Basic Settings\u003cbr\u003e → Expression using Fresnel\u003cbr\u003e → Expression using Depth Fade\u003cbr\u003e → Visualization using coordinate values\u003cbr\u003e → Animation using Time\u003cbr\u003e\u003cbr\u003e 4.2-3 Post-process effect materials\u003cbr\u003e → Understanding Post-Process Materials\u003cbr\u003e → Creating post-process materials\u003cbr\u003e → Fix mosaic pixel ratio\u003cbr\u003e → Applying post-process materials\u003cbr\u003e\u003cbr\u003e 4.3 Niagara\u003cbr\u003e 4.3-1 Overview of Niagara\u003cbr\u003e → Learn how Niagara works\u003cbr\u003e → Create Niagara\u003cbr\u003e → Learn about the Niagara Editor UI\u003cbr\u003e\u003cbr\u003e 4.3-2 Creating a Fire Effect  \u003cbr\u003e→ Understanding the shape of fire\u003cbr\u003e → Create flame particles\u003cbr\u003e → Create mobility\u003cbr\u003e → Apply color\u003cbr\u003e → Adjust the location where flame particles are generated\u003cbr\u003e → Adjust the size of the flame particles\u003cbr\u003e\u003cbr\u003e 4.3-3 Creating a fire effect material\u003cbr\u003e → Creating a flame particle material\u003cbr\u003e → Creating a sequence texture effect\u003cbr\u003e\u003cbr\u003e 4.4 Sequence Animation\u003cbr\u003e 4.4-1 Starting the Sequencer\u003cbr\u003e → Create a sequence asset\u003cbr\u003e → Production planning\u003cbr\u003e\u003cbr\u003e 4.4-2 Configuring the Sequencer and Controlling the Camera\u003cbr\u003e → Directing a scene using a cine camera\u003cbr\u003e → Directing animation using skeletal mesh\u003cbr\u003e → Controlling sequences using blueprints\u003cbr\u003e → Extracting sequence images\u003cbr\u003e\u003cbr\u003e 4.5 Animation Retargeting\u003cbr\u003e 4.5-1 Preparing for Animation Retargeting\u003cbr\u003e → Preparing the skeletal mesh\u003cbr\u003e → Auto Retargeting settings\u003cbr\u003e → IK Rig Settings\u003cbr\u003e → Setting up animation retargeting\u003cbr\u003e → Animation retargeting\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eDetailed image\u003c\/b\u003e \u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cdiv\u003e\u003cimg src=\"https:\/\/image.yes24.com\/momo\/TopCate4528\/MidCate007\/452769254(1).jpg\" border=\"0\" alt=\"Detailed Image 1\"\u003e\u003c\/div\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e GOODS SPECIFICS\u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;font-size:14px;line-height:1.6em;\"\u003e\n\n \u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e- \u003cstrong\u003eDate of issue:\u003c\/strong\u003e June 12, 2024\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003ePage count, weight, size:\u003c\/strong\u003e 1,280 pages | 188*245*60mm\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eISBN13:\u003c\/strong\u003e 9788931571271\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eISBN10:\u003c\/strong\u003e 8931571275 \u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\u003ccenter\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cspan\u003e\u003c\/span\u003e\n\n\u003c\/center\u003e\n\n\n\u003c\/center\u003e","brand":"LIBRAIRIE COREENNE","offers":[{"title":"Default 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