Book Image

Unreal Engine 4.X By Example

By : Benjamin Carnall
Book Image

Unreal Engine 4.X By Example

By: Benjamin Carnall

Overview of this book

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today’s development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine’s tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine’s rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.
Table of Contents (17 chapters)
Unreal Engine 4.X By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Adding the finishing touches to Barrel Hopper


Now that we have explored the basics of animation and sound with UE4, we can finish polishing our Barrel Hopper project. We are going to be adding a session timer to the HUD, a gameover screen, and ragdoll physics to our character so that when the player runs into a barrel, the character will go limp and hilarity will ensue.

Ragdolls and Event dispatchers

Let's start by adding ragdoll physics to the character upon death. The reason we are starting here is to implement the ragdoll. We are also going to have to implement an event dispatcher. An event dispatcher allows us to bind a collection of events that will trigger when the single event dispatcher is executed. This means we can execute all bound functionality across multiple blueprints from one call to the event dispatcher. This is similar to the Event Delegate we currently use in the BH_GameMode but allows us to bind events to a dispatcher that has no explicit functionality of its own.

We are...