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)

Actor components

As we saw in the first few chapters of this book, Actors are the main way to create logic in UE5. However, we’ve also seen that Actors can contain several Actor components.

Actor components are objects that can be added to an Actor and can have multiple types of functionality, such as being responsible for a character’s inventory or making a character fly. Actor components must always belong to and live inside an Actor, which is referred to as their Owner.

There are several different types of existing Actor components. Some of these are as follows:

  • Code-only Actor components, which act as their own class inside an actor. They have their own properties and functions and can both interact with the Actor they belong to and be interacted with by it.
  • Mesh components, which are used to draw several types of Mesh objects (Static Meshes, Skeletal Meshes, and so on).
  • Collision components, which are used to receive and generate collision...