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, we showed you how to control both a player and an NPC character. First, we added the Attack action to the input action map and added the event handling function to the player controller. Then, we bound the function to the Attack action to control the hero to attack.

We learned how to add notifies to the animation timelines so that when the non-loop animations end, the animation blueprint can capture the notifications and properly transit to the next state, or if the character is killed, the DieProcess function is called to release memory and force garbage collection.

We imported new assets for the enemy character and created the Enemy class, the blueprint, and the animation blueprint, as we did for the player character. We also added PawnSensingComponent to the Enemy class so that enemies can detect whether the player character is within their vision range.

The main difference from the player character we made for the enemy was that we created the...