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  • Book Overview & Buying Mastering Unreal Engine 4.X
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Mastering Unreal Engine 4.X

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
2.2 (6)
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Mastering Unreal Engine 4.X

Mastering Unreal Engine 4.X

2.2 (6)
By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (16 chapters)
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15
Index

Editing and adding code

After opening Visual Studio, you will have the base code for the header file and the sources file of the character class we just created. This base code is not essential; you can edit it or remove the majority of it, but for our game's purposes we will keep it.

The header file will usually look like this by default:

Editing and adding code

As you can see, header files start with including the character header file from the Unreal Engine game framework, and then include the generated header of the newly created class we just made.

An Unreal Engine class should have the macro UCLASS above it, otherwise you will probably get a compiler error.

The class, by default, will include several public functions that are, in order:

  • Constructor: This is necessary to hold any code that is used to build the class (or any blueprint based on that class) during edit time
  • BeginPlay: The override of the virtual void BeginPlay class, which is going to be called once the game starts
  • Tick: This is also an override...
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Mastering Unreal Engine 4.X
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