Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By : William Sherif, Stephen Whittle
Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By: William Sherif, Stephen Whittle

Overview of this book

Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers, for game developers. With more than 100 practical recipes, this book is a guide showcasing techniques to use the power of C++ scripting while developing games with UE4. It will start with adding and editing C++ classes from within the Unreal Editor. It will delve into one of Unreal's primary strengths, the ability for designers to customize programmer-developed actors and components. It will help you understand the benefits of when and how to use C++ as the scripting tool. With a blend of task-oriented recipes, this book will provide actionable information about scripting games with UE4, and manipulating the game and the development environment using C++. Towards the end of the book, you will be empowered to become a top-notch developer with Unreal Engine 4 using C++ as the scripting language.
Table of Contents (19 chapters)
Unreal Engine 4 Scripting with C++ Cookbook
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

Collision – picking up objects using Overlap


Item pickup is a pretty important thing to get down cleanly. In this recipe, we'll outline how to get item pickups working using Overlap events on Actor Component primitives.

Getting ready

The previous recipe, Collisions: Letting Objects pass through each other using Ignore, describes the basics of collisions. You should read it for background before beginning this recipe. What we'll do here is create a New Object Channel... to identify Item class objects so that they can be programmed for overlaps only with the player avatar's collision volume.

How to do it...

  1. Start by creating a unique collision Channel for the Item object's collision primitive. Under Project Settings | Collision, create a new Object Channel by going to New Object Channel…

  2. Name the new Object Channel as Item.

  3. Take your Item actor and select the primitive component on it that is used to intersect for pickup with the player avatar. Make the Object Type of that primitive an Item class...