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

Game Mode, Player State, and Game State

So far, we've covered most of the important classes in the gameplay framework, including the game mode, player controller, and the pawn. In this chapter, we're going to cover the player state, game state, and some additional concepts of the game mode, as well as some useful built-in functionalities.

Game Mode

We've already talked about the game mode and how it works, but there are a few concepts that haven't yet been covered.

Constructor

To set the default class values, you can use the constructor like so:

ATestGameMode::ATestGameMode()
{
  DefaultPawnClass = AMyCharacter::StaticClass();
  PlayerControllerClass = AMyPlayerController::StaticClass();
  PlayerStateClass = AMyPlayerState::StaticClass();
  GameStateClass = AMyGameState::StaticClass();
}

The preceding code lets you specify which classes to use when spawning pawns, player controllers, player states, and game...