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Elevating Game Experiences with Unreal Engine 5

You're reading from   Elevating Game Experiences with Unreal Engine 5 Bring your game ideas to life using the new Unreal Engine 5 and C++

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Product type Paperback
Published in Sep 2022
Publisher Packt
ISBN-13 9781803239866
Length 760 pages
Edition 2nd Edition
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Authors (4):
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Gonçalo Marques Gonçalo Marques
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Gonçalo Marques
Devin Sherry Devin Sherry
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Devin Sherry
David Pereira David Pereira
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David Pereira
Hammad Fozi Hammad Fozi
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Hammad Fozi
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Table of Contents (21) Chapters Close

Preface 1. Chapter 1: Introduction to Unreal Engine 2. Chapter 2: Working with Unreal Engine FREE CHAPTER 3. Chapter 3: Character Class Components and Blueprint Setup 4. Chapter 4: Getting Started with Player Input 5. Chapter 5: Query with Line Traces 6. Chapter 6: Setting Up Collision Objects 7. Chapter 7: Working with UE5 Utilities 8. Chapter 8: Creating User Interfaces with UMG 9. Chapter 9: Adding Audio-Visual Elements 10. Chapter 10: Creating the SuperSideScroller Game 11. Chapter 11: Working with Blend Space 1D, Key Bindings, and State Machines 12. Chapter 12: Animation Blending and Montages 13. Chapter 13: Creating and Adding the Enemy Artificial Intelligence 14. Chapter 14: Spawning the Player Projectile 15. Chapter 15: Exploring Collectibles, Power-Ups, and Pickups 16. Chapter 16: Getting Started with Multiplayer Basics 17. Chapter 17: Using Remote Procedure Calls 18. Chapter 18: Using Gameplay Framework Classes in Multiplayer 19. Index 20. Other Books You May Enjoy

Creating the EnemyCharacter C++ class

In our Dodgeball game, the EnemyCharacter class will constantly be looking at the player character if they’re within view. This is the same class that will later throw dodgeballs at the player; however, we’ll leave that for the following chapter. In this chapter, we will be focusing on the logic that allows our enemy character to look at the player.

So, let’s get started as follows:

  1. Right-click on the Content Browser inside the editor and select New C++ Class.
  2. Choose the Character class as the parent class.
  3. Name the new class EnemyCharacter.

After you’ve created the class and opened its files in Visual Studio, let’s add the LookAtActor function declaration in its header file. This function should be public and not return anything, only receiving the AActor* TargetActor parameter, which will be the Actor it should be facing. Have a look at the following code snippet, which shows this...

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