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

Victory Box

The next step in our project is going to be creating the VictoryBox actor. This actor will be responsible for ending the game when the player character enters it, given that the player has beaten the level. In order to do this, we'll be using the Overlap event. The following exercise will help us understand Victory Box.

Exercise 6.05: Creating the VictoryBox class

In this exercise, we will be creating the VictoryBox class, which, when entered by the player character, will end the game.

The following steps will help you complete this exercise:

  1. Create a new C++ class that inherits from the actor and call it VictoryBox.
  2. Open that class's files in Visual Studio.
  3. Create a new SceneComponent property, which will be used as a RootComponent, just like we did with our Wall C++ class:
    • Header file:
      private:
      UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category =   VictoryBox, meta = (AllowPrivateAccess = "true"))
      class USceneComponent* RootScene...