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)

Understanding collision channels

In the previous chapter, a looked at the existing Trace Channels (Visibility and Camera) and learned how to make a custom channel. Now that you know about Trace Channels, it’s time to talk about Object Channels, also known as Object Types.

While Trace Channels are only used for Line Traces, Object Channels are used for object collision. You can specify a “purpose” for each Object channel, much like with Trace Channels, such as Pawn, Static Object, Physics Object, Projectile, and so on. Then, you can specify how you want each Object Type to respond to all the other Object Types by blocking, overlapping, or ignoring objects of that type.

Now that we’ve taken a look at how collision works, let’s go back to the collision settings of the cube we selected in the previous chapter, where we changed its response to the Visibility Channel.

Follow these steps to learn more about collision channels:

  1. The cube can...