Book Image

Unreal Engine 4.X By Example

By : Benjamin Carnall
Book Image

Unreal Engine 4.X By Example

By: Benjamin Carnall

Overview of this book

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today’s development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine’s tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine’s rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.
Table of Contents (17 chapters)
Unreal Engine 4.X By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Getting our barrels rolling


With our level blocked out we can begin to place our Gameplay-centric actors into the level and add the appropriate functionality to them. In this case, we will be creating the barrels. We are going to need to create a barrel object that rolls with physics, destroys the player when the two collide and destroys itself when it reaches the bottom of the level. We are also going to have to create an object that handles spawning these barrels at certain intervals.

The first thing we need to do is create a new blueprint that inherits from Actor called BH_Barrel. It is going to be a physics-driven actor that will be one of the key elements in the game world, so create this new blueprint now. BH_Barrel will start with the same default components we are used to seeing when working with a new actor. We need to add a visual component to our BH_Barrel. Add a Cylinder shape via the Add Component button now. The Cylinder will be used as our Barrel Mesh. Let's make an attempt...