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

Walls

The next step in our project is going to be creating the Wall classes. We will have two types of walls:

  • A normal wall, which will block the enemy's line of sight, the player character, and the dodge ball.
  • A ghost wall, which will only block the player character, and ignore the enemy's line of sight and the dodge ball. You might find this type of collision setup in specific types of puzzle games.

We'll create both these Wall classes in the next exercise.

Exercise 6.04: Creating Wall Classes

In this exercise, we will be creating the Wall classes that represent both a normal Wall and a GhostWall, which will only block the player character's movement, but not the enemies' lines of sight or the dodge balls they throw.

Let's start with the normal Wall class. This C++ class will basically be empty because the only thing that it'll need is a mesh in order to reflect the projectiles and block the enemies' lines of sight...