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

Extending the C++ Class with Blueprints

As mentioned earlier, most developers extend the C++ code logic to blueprints in order to link this with the assets they will use. This is done to achieve easy asset assignment compared to finding and setting up the asset in code. Furthermore, it gives developers the ability to use powerful blueprint features such as Timelines, Events, and ready-to-use macros, in combination with their C++ code, to achieve the maximum benefit of developing with both C++ and Blueprints.

So far, we have made a C++ Character class. In it, we have set up components and movement capabilities. Now, we want to specify the assets that are going to be used in our class, as well as add input and movement ability. For this, it is easier to extend with Blueprint and set up the options there. This is what we will be doing in the next exercise.

Exercise 3.02: Extending C++ with Blueprints

In this exercise, you will learn how to extend the C++ class you created...