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

Respawning the player


One of the key elements of BarrelHopper is punishing the player for unsuccessfully jumping over a barrel. What we need to do is reset the player to the default starting position every time it is hit a by a barrel. The goal is for the player to reach the top of the level in the shortest amount of time possible. In this chapter, we are going to create a rudimentary respawn system that utilizes Event Delegate. What we want to do is have our game mode respawn our player after a certain amount of time when the OnDestroyed event is fired from within our BH_Character. We are going to have to detect collisions with our barrels, destroy our actor, and then ensure that the desired respawning functionality takes place. We will do this via a delegate.

To begin, open the BH_Gamemode blueprint we created earlier in the chapter and navigate to the event graph. We need to graph some functionality that will get the Player Character reference, cast the Player Character to the BH_Character...