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 4.01 – adding walking logic to our character

In the current game, our character runs by default when we use the movement keys, but we need to reduce the character’s speed and make it walk.

So, in this activity, we’ll be adding logic that will make our character walk when we move it while holding the Shift key on the keyboard or the Gamepad Face Button Right key (B for the Xbox controller and O for the PlayStation controller).

To do this, follow these steps:

  1. Duplicate the IA_Jump Input Action and name the new asset IA_Walk. Because this new Input Action’s setup is similar to that of the IA_Jump Input Action, we’ll leave this duplicated asset as is.
  2. Then, open the IA_Character Input Context and add a new mapping for the IA_Walk Input Action. Add the following keys to this new mapping – Left Shift, and Gamepad Face Button Right.
  3. Open the MyThirdPersonChar class’s header file and add a class UInputAction* IA_Walk...