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)

Using timers

Timers in UE5 allow you to perform actions after a delay or every X number of seconds. In the case of the SuperSideScroller potion power-up, a timer will be used to restore the player’s movement and jump to their defaults after 8 seconds.

Note

In Blueprints, you can use a Delay node in addition to timer handles to achieve the same results. However, in C++, timers are the best means to achieve delays and reoccurring logic.

Timers are managed by Timer Manager, or FTimerManager, which exists in the UWorld object. There are two main functions that you will be using from the FTimerManager class, called SetTimer() and ClearTimer():

void SetTimer
(
    FTimerHandle & InOutHandle,
    TFunction < void )> && Callback,
    float InRate,
    bool InbLoop,
    float InFirstDelay
)
void ClearTimer(FTimerHandle& InHandle)

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