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 source (.cpp) file


Because source files always contain more than 20x more code than the header files, I would like to follow a different approach here in explaining the code. I will break down the source file into blocks, one by one.

The includes

As we mentioned earlier, any C++ file or even header file must start with the include statements. You don't have to include everything; some of the include statements will be there by default but others might be needed while you are building up the code.

Even if your game example is different and you wanted to have different functionalities, you might need to include more headers.

#include "Bellz.h"
#include "Gladiator.h"
#include "GameDataTables.h"
#include "PaperSpriteComponent.h"
#include "GameDataTables.h"

As you can see, now the included header files have been increased to include those we have formed from the auto-generated source file.

Because the game will be reading data from Excel sheets, I managed to import the GameDataTables...