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

Masking our destruction with particles


With our new trigger volume created, place one BH_BarrelKiller_Blueprint at the end of each ramp so that the volume is floating in mid-air but is touching the edge of the ramp as seen here:

Now, run the project again and watch as our barrels destroy themselves when they reach the end of each ramp! Right now, it is quite jarring to have the barrels simply disappear when they are removed. We can fix this with a simple particle effect played upon the destruction of the barrel. Open the BH_Barrel blueprint again. We are going utilize a new event node called Event Destroyed. Navigate to the event graph and search for this new event node. The event will be triggered every time an actor of this type is destroyed. Thankfully, the DestroyActor function we are using in our BarrelKiller object will trigger this event!

Drag a line from the execution arrow and search for a function node called Spawn Emitter at location. This node takes in an emitter template to spawn...