Description
Unreal Engine 5 Game Development with C++ Scripting: Become a professional game developer and create fully functional, high-quality games
In-Depth Review
I’ve always had a passion for gaming—not just as a player, but as someone who wanted to create my own worlds and experiences. When I stumbled upon “Unreal Engine 5 Game Development with C++ Scripting,” I felt a spark of curiosity and excitement. I picked it up, hoping to finally dive into game development, and I wasn’t disappointed.
Right out of the gate, I was impressed with how well the book was structured. The first few chapters provided a solid foundation, introducing me to Unreal Engine 5 and C++. It felt like a cozy chat with a knowledgeable friend who was eager to share his expertise. There are clear explanations, helpful illustrations, and plenty of examples that made me feel like I could really get the hang of things.
The book doesn’t waste any time jumping into its core content—building games. The first impression was that it expertly balanced more technical content with accessible explanations. I could see the author’s experience shining through. It became clear that both novices and those with a bit of experience could benefit from this book.
In terms of design and build quality, I’d say the physical book itself feels sturdy. The pages aren’t flimsy, and the print quality is high, making it easy to read without straining my eyes. I appreciate a book that can withstand some enthusiastic note-taking and page flipping—this one doesn’t disappoint there. Although I tend to prefer digital formats for my reading, this book feels great in hand, and the information quite literally jumps off the pages due to the engaging layout.
Now, performance-wise, this book delivered on its promise. The step-by-step tutorials guided me through the process of creating my first game, which was way more fun than I anticipated. The book walks you through everything from setting up Unreal Engine to scripting mechanics in C++. I never thought I would be able to create a playable game, but guess what? I actually did it!
Daily use of this book turned into something of a creative routine for me. I dedicated my evenings to learning, coding, and testing what I had understood. Each chapter built progressively on the last, which helped solidify my understanding. This isn’t a one-and-done type of read; it’s more of a journey that you can revisit as you improve.
If you’re someone who’s genuinely interested in game development, particularly if you want to harness the power of C++ in the Unreal Engine environment, this book is an excellent fit. Even if you have no coding background, the author’s approachable style makes it easier to dive into the deep end of game development. You just need curiosity and determination.
Of course, it’s not without its drawbacks. The book is extensive, which can feel overwhelming at times. If you’re the type who craves quick answers or doesn’t have the patience to slog through detailed explanations, you might find this a bit frustrating. Additionally, some readers might wish for more advanced topics or additional projects once they’ve mastered the basics—but I guess that’s what sequels are for!
Pros include its thorough explanations and hands-on approach. I genuinely feel that even after finishing the book, I have a solid foundation for future projects. On the downside, if you’re seeking something more concise or looking to skate through without getting your hands too dirty in coding, this book might not be your cup of tea.
In the end, I would recommend “Unreal Engine 5 Game Development with C++ Scripting” to anyone eager to dive deep into the world of game development and C++. Whether you’re just starting or looking to deepen your skills, this book lays out the path clearly. It turned a passion into practice for me, and it might just do the same for you.
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Customer Reviews
13 reviews for Unreal Engine 5 Game Development with C++ Scripting: Become a professional game developer and create fully functional, high-quality games
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B. Smith –
Excellent resource!
This course is a true gem for game programmers, seamlessly guiding learners from foundational concepts to intricate, real-world game development scenarios. The hands-on teaching methodology facilitated by an experienced instructor ensures an enriching learning journey. This course stands as a robust stepping stone for aspiring game developers.
rockspawner –
learning to make a game
so far so good
Que –
Good reference
It give good information for working on code
James –
Best Unreal C++ guide I have found
I just bought this yesterday and have only partially read it. I have skimmed through most of it though, and already know C++.I would say this is the best thing out there right now, especially after trying to learn “Unreal C++” from the Epic documentation.
B Atkins –
When it’s good, it’s good. But it’s full of errors big and small…
I want to keep my review brief as several reviewers have covered my thoughts pretty well already.It’s clear the author knows what they are talking about but maybe aren’t quite suited for instructional workflow. As the title above states, when the book is ‘good’ its very good at explaining things in a way that even a C++/Unreal noob can understand, but as other reviewers have said – when it’s bad there are spelling errors, syntactical errors, and missing CRUCIAL steps left out (likely by mistake) which causes anyone who may be following along in the project to become frustrated.Around Chapters 6/7 is where the wheels really fall off. Don’t get me wrong I’m happy to do some problem solving but this goes beyond that and creates a lack of motivation, especially in anyone such as myself who is newer to C++/Unreal Engine. As another reviewer said, it seems like the end of the book and the subsequent editing were rushed to get it done and the user ultimately suffers.If a 2e comes out and remedies the problems in this edition, I’d happily raise my review of the book, however, I’d recommend steering clear of this book if you’re newer as you find yourself confused and frustrated at no fault of your own.
Andrea Havins –
Who doesn’t love books!
Good information
John Smith –
Very brief intro to Unreal 5, you won’t become a professional here
Not entirely worthless. I did learn a few elements and details as a beginner I wasn’t aware of, but to be honest, I would have been better off spending my time evaluating sample projects. If you are new to Unreal5, just start with learning blueprints via the official documentation website under “Programming and Scripting”. You can’t get anywhere without knowing how Unreal blueprints work. Unreal C++ is good for making things, but between build times and ease of manipulation, blueprints is how you want to use objects. Half the book is about the editor anyways without talking about using Unreal C++.An entire 40 page padding chapter for just learning C++. I wish these books would stop teaching what is a byte and the set language every time for padding. A waste of space covering animations, it’s just one chapter plugging in a pre-made model.Details start falling apart in chapter 6 with bad typos on C++ code and names. Seemed like this is the turning point to rush and finish writing the book. Weird use of using delta time every tick to count down timers when there are much better ways. The details that it covers are too shallow to get much out of it, and better code is sometimes addressed several chapters later, not a good way to teach refactoring at such a basic level of complexity. Could have given at least 10 more pages for refactoring for beginners and debugging. Most of the book is just following hand holding instructions. Concepts are explained here, but that’s not what the page count goes towards, maybe 25% is actual learning material.Overall the book is just too shallow while focused on giving you instructions leading up to building 1 sample game.
A Thinking Man –
Comprehensive Yet No Fluff Survey of C++ for Unreal
This book is excellent, and it helped me break through some barriers in my learning of C++ for Unreal that had previously held me back. For some background, I’m a Technical Game Designer with a lot of experience with visual blueprints but comparatively little “under the hood” in C++. As such, I think I’m at an ideal level to get the most of this book, which assumes you are intermediate or above in Unreal Engine/visual scripting and that you have at least some coding experiencing and a grasp of coding principles.Author George Li takes you through a simple sample project in a lean, “right to it” way. Beyond two helpful “Hello World!” type of introductory chapters on C++, the rest of the time you are coding things intended for Unreal. I think too many “C++ for Unreal” books go off on tangents and teach you general programming stuff you don’t need to know (if you are indeed chiefly interested in C++ for Unreal).Along the way, you will also get some multiplayer exposure and you’ll end by packaging the game (which has always been a “black box” for me). This book is not exhaustive and is not an encyclopedia or “all-in-one” reference, but it will give you exactly what you’re need if you’re a visual scripter looking to work under the hood, an indie dev who wants to control key aspects of your game, or a programmer with only a little experience with Unreal.I said the book is “lean,” but not in a way that skimps on detail or assumes you know something you don’t. So I think George has struck an excellent balance here and I applaud his efforts. Highly recommended!
Ascanio B. –
This book is intended as an introduction to Unreal Engine 5, focusing on C++ projects taking for granted that the reader has already some familiarity with blueprints. It’s basically divided in two parts. The first (chapters 1-4) is very basic introduction to the Unreal Editor, Visual Studio, C++ and the first person shooter game template project. The second (chapters 5-12) is a thorough guide to the development of a game built on the top-down template, with insights on UE framework base classes, macros, importing assets, animation blueprints, state machines, character controller, collision and some hints to multiplayer management, and game optimization and packaging.Unfortunately there are a lot of mistakes and omissions in the text. In several parts some code missing, or presented in wrong order and you will need compare the code written in the book with the one present in the repository, to find missing properties and function implementations that are not mentioned, or will be mentioned later in the text. If you have enough time and motivaton, this can be viewed as a sort of exercise in which you will have to debug the book yourself, but this can also be frustrating, especially for the target the book is intended for. Another warning is that if you use recent version of the engine (I used 5.5) some things are changed i.e. Action Mapping present in the book are deprecated and the template code doesn’t use them anymore, and use EnhancedPlayerInput and EnhancedInputComponent instead.But don’t get me wrong: this is a good book, the author has a deep knowledge on this topics and his passion shines through in the text. Teaching C++ and Unreal Engine in just one book is perhaps a too ambitious task. Maybe the author could have not written chapter 3 about C++ and OOP (which is present in countless other books and online tutorials) and focus on better presenting the main topics about UE. With some improvements, this would have easily been a 4-star or even 5-star book.
Eduardo Hiroshi Nakamura –
Bom
michel chouinard –
Good value
Elio Andres Ramirez –
Libro muy completo y abarca varios temas de la creación con Unreal Engine.
Gee –
I don’t normally write reviews, but felt compelled to for this book.First of all, it’s better than some of the cheaper self-published titles out there – but there are a lot of assumptions and mistakes in this book that made it harder to get to grips than it needed to be.The first 5 chapters or so are very good and you can tell that it was well edited.Chapter 6 got a bit hairy as the text doesn’t cover animation blend spaces particularly well (YouTube to the rescue!).Chapters 7-9 go completely left – the control mechanism described for player avatars is actually deprecated (again, YouTube to the rescue) but the code got increasingly sketchy and important details and gotchas simply weren’t covered properly. With some effort comparing my code to the author’s GitHub repo, I was able to work through most things, but not everyone will have the years of software engineering experience I do.Towards the end, I got the feeling this book was rushed as code snippets were poorly ordered in the text and jumped around, which meant that I spent more time debugging than on the concepts being described.With that said – this is a great way to get into Unreal multiplayer and see how C++ can be used as a scripting language – but there are bugs in the code and you will have to work for it.