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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
Author Profile Icon Hammad Fozi
Hammad Fozi
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Toc

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

Actor components

As we saw in the first few chapters of this book, Actors are the main way to create logic in UE5. However, we’ve also seen that Actors can contain several Actor components.

Actor components are objects that can be added to an Actor and can have multiple types of functionality, such as being responsible for a character’s inventory or making a character fly. Actor components must always belong to and live inside an Actor, which is referred to as their Owner.

There are several different types of existing Actor components. Some of these are as follows:

  • Code-only Actor components, which act as their own class inside an actor. They have their own properties and functions and can both interact with the Actor they belong to and be interacted with by it.
  • Mesh components, which are used to draw several types of Mesh objects (Static Meshes, Skeletal Meshes, and so on).
  • Collision components, which are used to receive and generate collision...
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