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Unreal Engine 5 Game Development with C++ Scripting

You're reading from   Unreal Engine 5 Game Development with C++ Scripting Become a professional game developer and create fully functional, high-quality games

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Product type Paperback
Published in Aug 2023
Publisher Packt
ISBN-13 9781804613931
Length 384 pages
Edition 1st Edition
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Author (1):
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ZHENYU GEORGE LI ZHENYU GEORGE LI
Author Profile Icon ZHENYU GEORGE LI
ZHENYU GEORGE LI
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Table of Contents (18) Chapters Close

Preface 1. Part 1 – Getting Started with Unreal C++ Scripting
2. Chapter 1: Creating Your First Unreal C++ Game FREE CHAPTER 3. Chapter 2: Editing C++ Code in Visual Studio 4. Chapter 3: Learning C++ and Object-Oriented Programming 5. Chapter 4: Investigating the Shooter Game’s Generated Project and C++ Code 6. Part 2 – C++ Scripting for Unreal Engine
7. Chapter 5: Learning How to Use UE Gameplay Framework Base Classes 8. Chapter 6: Creating Game Actors 9. Chapter 7: Controlling Characters 10. Chapter 8: Handling Collisions 11. Chapter 9: Improving C++ Code Quality 12. Part 3: Making a Complete Multiplayer Game
13. Chapter 10: Making Pangaea a Network Multiplayer Game 14. Chapter 11: Controlling the Game Flow 15. Chapter 12: Polishing and Packaging the Game 16. Index 17. Other Books You May Enjoy

Summary

In this chapter, you started by designing the basic game flow for Pangaea and then created three UI widgets called BP_LobbyWidget, BP_HUDWidget, and BP_GameOverWidget. You also learned how to use Unreal’s OpenLevel function to start a listen server, join a game as a client, and travel back to the lobby. Based on knowing that a game instance always exists on the client side, you created the networking member functions for APangaeaGameInstance. By clicking buttons on the user interfaces, players can play the online game by choosing to host a game or join other people’s game sessions and even exit the current game to go back to the lobby.

To add something fun to this game, you added some conditions for players winning or losing the game. The Timer value was used to determine whether the game ends due to a timeout. You also finished implementing DefenseTower by allowing designers to designate any defense tower to be the base tower so that once a base tower is destroyed...

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