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)

Getting Started with Player Input

In the previous chapter, we created our C++ class, which inherits from the Character class, and added all the necessary Actor components to be able to see the game from the character’s perspective, as well as being able to see the character itself. We then created a Blueprint class that inherits from that C++ class in order to visually set up all of its necessary components.

In this chapter, we will be looking at these topics in more depth, as well as covering their C++ usage. We will learn about how player input works in UE5, how the engine handles input events (key presses and releases), and how we can use them to control logic in our game.

In this chapter, we will cover the following topics:

  • Understanding Input Actions and Contexts
  • Processing Player Input
  • Pivoting the camera around the character

By the end of this chapter, you will know about Input Actions and Input Contexts, how to create and modify them, how...