Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By : William Sherif, Stephen Whittle
Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By: William Sherif, Stephen Whittle

Overview of this book

Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers, for game developers. With more than 100 practical recipes, this book is a guide showcasing techniques to use the power of C++ scripting while developing games with UE4. It will start with adding and editing C++ classes from within the Unreal Editor. It will delve into one of Unreal's primary strengths, the ability for designers to customize programmer-developed actors and components. It will help you understand the benefits of when and how to use C++ as the scripting tool. With a blend of task-oriented recipes, this book will provide actionable information about scripting games with UE4, and manipulating the game and the development environment using C++. Towards the end of the book, you will be empowered to become a top-notch developer with Unreal Engine 4 using C++ as the scripting language.
Table of Contents (19 chapters)
Unreal Engine 4 Scripting with C++ Cookbook
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

Collision – preventing interpenetration using Block


Blocking means that the Actor components will be prevented from interpenetration in the engine, and any collision between two primitive shapes will be resolved, and not overlapping, after collisions are found.

Getting ready

Begin with a UE4 project that has some objects with Actors having collision primitives attached to them (SphereComponents, CapsuleComponents, or BoxComponents).

How to do it...

  1. Open the Blueprint of an actor that you want to block another actor with. For example, we want the Player actor to block other Player actor instances.

  2. Mark primitives inside the actor that you do not want interpenetrating with other components as Blocking those components in the Details pane.

How it works…

When objects Block one another, they will not be allowed to interpenetrate. Any interpenetration will be automatically resolved, and the objects will be pushed off each other.

There's more…

You can override the OnComponentHit function to run code when...