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 idea behind collectables


If you are following this book chapter by chapter, that means you have already completed the AI chapter, and you already have an idea about how things should be constructed. But let's be more specific here.

There are different ways, methods, and approaches that we can use in order to build a collectables system. The variation comes from the fact that not all games are made the same way, and engineers do not necessarily work using similar methods. But the two most common methods I've found that we can use are as follows:

  • We build a base collectables class, and then we build some classes inherited from it, each new subclass serving a different type of collectable item. For example, we could have the main PickupBase class for the general behaviors shared between all pickup items, and then derive several classes from it, such as money, health, food, and so on, where each type of collectable will behave differently.

  • On the other hand, we could have just one collectable...