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

Blueprint Native Events

When using the UFUNCTION macro in C++, you can turn a function into a Blueprint Native Event by simply adding the BlueprintNativeEvent tag to that macro.

So what is a Blueprint Native Event? It's an event that is declared in C++ that can have a default behavior, which is also defined in C++, but that can be overridden in Blueprint. You declare a Blueprint Native Event called MyEvent by declaring a MyEvent function using the UFUNCTION macro with the BlueprintNativeEvent tag, followed by the virtual MyEvent_Implementation function:

UFUNCTION(BlueprintNativeEvent)
void MyEvent();
virtual void MyEvent_Implementation();

The reason why you have to declare these two functions is that the first one is the Blueprint signature, which allows you to override the event in Blueprint, while the second one is the C++ signature, which allows you to override the event in C++.

The C++ signature is simply the name of the event followed by _Implementation, and...