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Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

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<p>Create games beyond your imagination with the Unreal Development Kit</p>
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Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide
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August 2011
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August 2011
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December 2011
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August 2011
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Unreal Development Kit is the free edition of Unreal Engine—the largest game engine in existence with hundreds of shipped commercial titles. The Unreal Engine is a very powerful tool for game development but with something so complex it's hard to know where to start.

This book will teach you how to use the UnrealScript language to create your own games with the Unreal Development Kit by using an example game that you can create and play for yourself. It breaks down the UnrealScript language into easy to follow chapters that will quickly bring you up to speed with UnrealScript game programming.

Unreal Development Kit Game Programming with UnrealScript takes you through the UnrealScript language for the Unreal Development Kit. It starts by walking through a project setup and setting up programs to write and browse code. It then takes you through using variables, functions, and custom classes to alter the game's behavior and create our own functionality. The use and creation of Kismet is also covered. Later, using replication to create and test multiplayer games is discussed. The book closes with code optimization and error handling as well as a few of the less common but useful features of UnrealScript.

  • Dive into game programming with UnrealScript by creating a working example game.
  • Learn how the Unreal Development Kit is organized and how to quickly set up your own projects.
  • Recognize and fix crashes and other errors that come up during a game's development.
  • A practical beginner's guide with fresh, fun writing that keeps you engaged as you learn game programming with UnrealScript
  • Set up a UDK project and learn how to compile and test your own code
  • Learn how to extend the UDK's code to add your own functionality
  • Create your own game types, player camera, and HUD
  • Learn how UnrealScript interacts with Kismet and create your own Kismet actions and events
  • Use networking to create and test multiplayer games
  • Optimize your code to fix errors and performance problems
  • Use DLLBind to interact with code outside of the UDK



This is a step-by-step book that builds on your knowledge by adding to an example game over the course of each chapter. Each topic uses example code that can be compiled and tested to show how things work instead of just telling you. Complicated tasks are broken down into easy to follow steps with clear explanations of what each line of code is doing.


This book is written for beginners to UnrealScript, whether this is your first experience with programming or you're coming into it from another language and would like to learn how UnrealScript uses concepts you're already familiar with. If you would like to make games with the Unreal Development Kit, this book is for you.

<p>UnrealScript, Unreal, UDK, Unreal Development Kit, Unreal Engine, Programming for the Unreal Engine, DLLBind, Kismet, Replication, TCPLink, Accessed None, UnCodeX, ConTEXT</p>
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Author Profile(s): 

Rachel Cordone

Rachel Cordone is a designer and self-taught UnrealScript programmer who has been working with the Unreal Engine since 1999. She has worked for various game and simulation companies since 2003 including Pipeworks Software and Parsons Brinkerhoff, and has started up her own game company, Stubborn Horse Studios, to make independent games with the Unreal Development Kit. Stubborn Horse's first project, Prometheus, won several awards in Epic Games' Make Something Unreal Contest.

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<p><b>Errata type: Layout | Page number: 105<br /></b></p> <p>The line in the default properties wraps around when it should be one line:<br />PlayerControllerClassName=class'AwesomeGame.AwesomePlayerController'</p>
<p><b>Errata type: Typo | Page number: 16<br /></b></p> <p>It should say uc and not .uc<b> </b>in step 7.</p>
<p><b>Errata type: Technical | Page number: 59</b></p> <p>It should say "If we look in Object.uc, we can see how a vector is defined:"</p>
<p><b>Errata type: Code | Page number: 60</b></p> <p>On page 60 in the following paragraph: <br /><br />"When we first created our AwesomeActor, we made it invisible in game. Let's change that so we can see what happens. In the default properties of our actor, delete this line: HiddenGame=False" <br /><br />The line of text to be deleted should be "HiddenGame=True". <b><br /><br /></b></p>
<p><b>Errata type: Technical</b> | <b>Page number: 257</b></p> <p>Step 3 should say - "Now what we need to do is stop the actor from automatically turning red when it enters the Seeking state.&nbsp; If bAttacking is still True we don't want to change the material.&nbsp; Let's rewrite the Seeking state's BeginState function:"</p>
<p><b>Errata type: Typo</b> | <b>Page number:</b> All appearances of command "log" in 2nd Chapter</p> <p>'log( must be `log( as is in the others chapters. Using 'log( generates an error in the compiler.</p>
<p><b>Errata type: Typo | Page number: 40</b></p> <p>In the code in Step 2 and subsequent steps, the apostrophe before "log" should be a grave accent.</p>
<p><b>Errata type: Code | Page number: 321</b></p> <p>In class AwesomeSeqAct_GameComplete, <br />there is a code that look like this: <br /> <br />AwesomeGame(GetWorldInfo().Game).ScoreObjective(GetAlocalPlayerController().PlayerReplicationInfo, 1); <br /> <br />And if you compile the code you will get an error due to GetALocalPlayerController(). <br /> <br />To fix the error, you should write GetWorldInfo().GetAlocalPlayerController(). <br />The right code should look like below: <br /> <br />AwesomeGame(GetWorldInfo().Game).ScoreObjective(GetWorldInfo().GetAlocalPlayerController().PlayerReplicationInfo, 1);</p>

Errata type: Code | Page number: 195 | Errata date: 22-4-2013


The text for step 6 reads "Finally, let's use the bFrozen variable to stop  
the enemy from moving."

The variable used in the sample code is named bFreeze, not bFrozen.



Errata type: Code| Page number: location 3982 Ch 5 Time For Action - Just Five More Minutes Mom Step 2 | Errata date: 8-4-2013

Do not alter SpawnEnemy() function here. Because EnemyDied() is called before Destroy(), MySpawnedEnemy == none will return false and TestEnemy's will not respawn as the author intends. The rest of the code in this section is fine.


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