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

Creating the C++ world objects


With the character constructed, we can now start to build the level. We are going to be creating a block out for the lanes we will be using for the level. We can then use this block out to construct a mesh we can reference in code. Before we get into the level creation, we should ensure the functionality we implemented for the character works as intended. With the BountyDashMap open, navigate to the C++ classes folder of the content browser. Here, you will be able to see the BountyDashCharacter! Drag and drop the character into the game level onto the platform. Then, search for TargetPoint in the Modes panel. Drag and drop three of these target points into the game level, and you should be presented with the following:

Now, press the Play button to enter the PIE mode (Play In Editor). The character should be automatically possessed and used for input! Also, ensure that when you press A or D the character moves to the next available target point!

Now that we have...