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 base class


The base class will hold the major behaviors and instructions for all the collectables. Go ahead and create a new class based on the Actor class and name it PickupBase. Once Visual Studio opens, let's write some code for it.

PickupBase.h

As all we have to do (so far) for this class is based on the Actor class, I didn't have to include something special for its header file. At the same time, write the code for the defining the constructor and the class:

#pragma once

#include "GameFramework/Actor.h"
#include "PickupBase.generated.h"

UCLASS()
class BELLZ_API APickupBase : public AActor
{
  GENERATED_BODY()
  
public:  
  // Sets default values for this actor's properties
  APickupBase();

Then you can remove the definition set of the default two functions, but I kept them just in case I need them in the near future:

// Called when the game starts or when spawned
  virtual void BeginPlay() override;
  
// Called every frame
  virtual void Tick( float DeltaSeconds ) override;

As the...