Book Image

Game Development Projects with Unreal Engine

By : Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry
Book Image

Game Development Projects with Unreal Engine

By: Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry

Overview of this book

Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects. Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects: building a dodgeball game. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills. You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment. By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life.
Table of Contents (19 chapters)
Preface

ThirdPersonCharacter Blueprint Class

Let's take a look at the ThirdPersonCharacter Blueprint class, which is the Blueprint representing the character that the player controls, and take a look at the Actor Components that it contains.

Go to the ThirdPersonCPP -> Blueprints directory inside Content Browser and open the ThirdPersonCharacter asset:

Figure 1.44: The ThirdPersonCharacter Blueprint class

In a previous section, where we introduced the Components window inside the Blueprint editor, we mentioned Actor Components.

Actor Components are entities that must live inside an Actor and allow you to spread the logic of your Actor into several different Actor Components. In this Blueprint, we can see that there are four visually represented Actor Components:

  • A Skeletal Mesh Component, which shows the UE4 mannequin
  • A Camera Component, which shows where the player will be able to see the game from
  • An Arrow Component, which allows us...