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

Chapter 6. Power Ups for Your Character, Power Ups for the User

Welcome to Chapter 6! During this chapter, we are going to finish and polish the Bounty Dash project. We are going to be looking into the Unreal Engine plugin system and how to create reuseable plugins we can share between projects! This chapter, much like the last, will be heavily based on C++. The purpose of this chapter is to complete your foundation knowledge of how to use C++ with Unreal Engine.

We are going to be writing our first C++ plugin as well as our first custom C++ HUD object. We will use the first to create a power-up system so we may collect power ups and have them result in a gameplay change for the character. The HUD class will be used so we may show gameplay information as screen text. During this chapter, we will also be polishing the Bounty Dash project. We are going to learn how to load and run sound cues from C++, how to load and play particle effects from C++, and how we can utilize the destructible Mesh...