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

Making it collectable


Now we have a collectables base class, and we have a type of pickup item, which is the golden coin. But if we created an instance of it as a blueprint based on the CoinPickup class, it will not be collected, because there is no code to make the character (the Gladiator class) able to recognize the collectables.

So, inside the Gladiator class, I will be adding one function, OnCollectPickup(), and it will work as follows:

  1. The most important thing is that we'll be using the GetOverlappingActors() method of the gladiator collider in order to pick up anything that collides with the character right away. However, in order to store the data found, we will need something like a container for it.

  2. So, the first thing to be done is creating an array of Actor called CollectedPickups.

  3. Then, access the CapsuleComponent component of the GladiatorCharacter class (AGladiator) using the word this in order to refer to the current instance.

  4. By using the array we made as a parameter for the...