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

Adding and Creating UMG User Widgets

Now that we have created the Coin Collection UI in UMG, it is time to learn how to add and remove the UI to and from the player screen. By adding the Coin Collection UI to the player screen, the UI becomes visible to the player and can be updated as the player collects coins.

In Blueprints, there is a function called Create Widget, as shown in the following screenshot. Without a class assigned, it will be labeled Construct None, but do not let this confuse you:

Figure 15.17: The Create widget as it is by default, without a class applied

This function requires the class of the User widget to be created and requires a Player Controller that will be referenced as the owning player of this UI. This function then returns the spawned user widget as its Return Value, where you can then add to the player's viewport using the Add to Viewport function. The Create Widget function only instantiates the widget object; it does...