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 array index wrapping

Sometimes, when you use arrays to store information, you may want to iterate it in both directions and be able to wrap the index so that it doesn’t go beyond the index limit and crash the game. An example of this is the previous/next weapon logic in shooter games, where you have an array of weapons and you want to be able to cycle through them in a particular direction, and when you reach the first or the last index, you want to loop back around to the last and first index, respectively. The typical way of doing this would be as follows:

AWeapon * APlayer::GetPreviousWeapon()
{
  if(WeaponIndex - 1 < 0)
  {
    WeaponIndex = Weapons.Num() - 1;
  }
  else
  {
    WeaponIndex--;
  }
  return Weapons[WeaponIndex];
}
AWeapon * APlayer::GetNextWeapon()
{
  if(WeaponIndex + 1 > Weapons.Num() - 1)
  {
   ...