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

Adding the game timer

The game timer serves the purpose of counting down and restricting the duration of a game session. To make the timer work, follow these steps:

  • Introduce a new float variable named Timer into the APangaeaGameState class.
  • Ensure that the Timer variable is capable of being replicated to inform clients about changes to the timer’s value.
  • Define a C++ Delegate that can be linked to Blueprint events, enabling the execution of an event function whenever the timer’s value changes. This function will update the display for the countdown.
  • Create a custom event on BP_HUDWidget and bind the customer event to the C++ Delegate. In the meantime, link the custom event to an event function, which will be responsible for updating the display.
  • Count down the Timer variable within the Level Blueprint of TopDownMap.
  • Display the Game Over window once the timer reaches 0.

Let’s get started!

Adding the Timer variable to the APangaeaGameState...