Book Image

Elevating Game Experiences with Unreal Engine 5 - Second Edition

By : Gonçalo Marques, Devin Sherry, David Pereira, Hammad Fozi
Book Image

Elevating Game Experiences with Unreal Engine 5 - Second Edition

By: Gonçalo Marques, Devin Sherry, David Pereira, Hammad Fozi

Overview of this book

Immerse yourself in the Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. Elevating Game Experiences with Unreal Engine 5 will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects, building a dodgeball game, where you'll learn the concepts of line traces, collisions, projectiles, user interface, and sound effects. You’ll also discover how to combine these concepts to showcase your new skills. The second project, a side-scroller game, will help you implement concepts such as animation blending, enemy AI, spawning objects, and collectibles. And finally, you'll cover the key concepts in creating a multiplayer environment as you work on the third project, an FPS game. By the end of this Unreal Engine book, you'll have a broad understanding of how to use the tools that the game engine provides to start building your own games.
Table of Contents (21 chapters)

Activity 1.01 – propelling TestActor on the Z-axis indefinitely

In this activity, you will use the Tick event of TestActor to move it on the Z-axis indefinitely, instead of doing this only once when the game starts.

Follow these steps to complete this activity:

  1. Open the TestActor Blueprint class.
  2. Add the Event Tick node to the Blueprint’s Event Graph window.
  3. Add the AddActorWorldOffset function, split its DeltaLocation pin, and connect the Tick event’s output execution pin to this function’s input execution pin, similar to what we did in Exercise 1.01 – creating an Unreal Engine 5 project.
  4. Add a Float Multiplication node to the Event Graph window.
  5. Connect the Tick event’s Delta Seconds output pin to the first input pin of the Float Multiplication node.
  6. Create a new variable of the float type, call it VerticalSpeed, and set its default value to 25.
  7. Add a getter to the VerticalSpeed variable in the Event Graph...