Book Image

Unreal Engine 5 Game Development with C++ Scripting

By : ZHENYU GEORGE LI
Book Image

Unreal Engine 5 Game Development with C++ Scripting

By: ZHENYU GEORGE LI

Overview of this book

Unreal Engine is one of the most popular and accessible game engines in the industry, creating multiple job opportunities. Owing to C++ scripting's high performance, advanced algorithms, and engineering maintenance, it has become the industry standard for developing commercial games. However, C++ scripting can be overwhelming for anyone without a programming background. Unreal Engine 5 Game Development with C++ Scripting will help you master C++ and get a head start on your game development journey. You’ll start by creating an Unreal Engine C++ project from the shooter template and then move on to building the C++ project and the C++ code inside the Visual Studio editor. You’ll be introduced to the fundamental C++ syntax and essential object-oriented programming concepts. For a holistic understanding of game development, you’ll also uncover various aspects of the game, including character creation, player input and character control, gameplay, collision detection, UI, networking, and packaging a completed multiplayer game. By the end of this book, you’ll be well-equipped to create professional, high-quality games using Unreal Engine 5 with C++, and will have built a solid foundation for more advanced C++ programming and game development technologies.
Table of Contents (18 chapters)
1
Part 1 – Getting Started with Unreal C++ Scripting
6
Part 2 – C++ Scripting for Unreal Engine
12
Part 3: Making a Complete Multiplayer Game

Summary

In this chapter, you learned about collision detection and how to use the engine’s collision system to bring interactions into the Pangaea game.

The first part of this chapter explained the three collision shape components (CapsuleComponent, BoxComponent, and SpherComponent) as well as the two mesh components (StaticMeshComponent and SekeltalMeshComponet). Adding collision shape components to actors and disabling the mesh collisions for better performance was also explained.

After that, you learned about the OnBeginOverlap and OnEndOverlap collision events and how they work with your C++ code. It was emphasized that you can handle collision events on either an actor or a component, depending on your actual needs.

Appropriate collision presets are vital to gameplay to properly process interactions between actors. It is important to understand what collision preset type, such as BlockAll, OverlapAllDynamic, and NoCollision, should be used for different collision...