Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

The Gladiator header (.h) file


Now let's jump back to the header file again, and let's start adding some more functions and variables to it so we can start building gameplay logic for the character and make something that fits our target.

Considering that a class based on FTableRowBase and called AGameDataTables will be used later to read the gameplay data from Excel tables; here is the header file code I ended up with.

To make it easier to understand the code, I would like to breakdown all the variable components and methods into a set of chunks; that way it will be very easy to understand them.

Everything starts with the includes, just like any form of C++ coding you are used to making, including the header files that are going to be used or referenced and must be done at the top of the code.

#pragma once
#include "GameDataTables.h"
#include "GameFramework/Character.h"
#include "Gladiator.generated.h"

Defining the class itself is essentially a step directly after the include statements.

UCLASS...