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)

Player projectile

For the last section of this chapter, you will focus on creating the base of the player projectile, which can be used to destroy enemies. The goal is to create the appropriate actor class, introduce the required collision and projectile movement components to the class, and set up the necessary parameters for the projectile’s motion behavior.

For the sake of simplicity, the player projectile will not use gravity, will destroy enemies with one hit, and the projectile itself will be destroyed on hitting any surface; it will not bounce off walls, for example. The primary goal of the player projectile is to have a projectile that the player can spawn and use to destroy enemies throughout the level. In this chapter, you will set up the framework’s basic functionality, while in Chapter 14, Spawning the Player Projectile, you will add sound and visual effects. Let’s get started by creating the PlayerProjectile class.

Exercise 13.11 – creating...