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

Collision Properties

Now that we've taken a look at how collision works, let's go back to the collision settings of the cube we selected in the previous chapter, where we changed its response to the Visibility Channel.

The cube can be seen in the following screenshot:

Figure 6.4: Cube blocking the SightSource of the enemy

With the level open in the editor, select the cube and go to the Collision section of its Details Panel:

Figure 6.5: The changes in the level editor

Here, we can see some options that are important to us:

  • SimulationGeneratesHitEvents, which allows the OnHit events to be called when an object is simulating physics (we'll talk about this later in this chapter).
  • GenerateOverlapEvents, which allows the OnBeginOverlap and OnEndOverlap events to be called.
  • CanCharacterStepUpOn, which allows a character to easily step up onto this object.
  • CollisionPresets, which allows us to...