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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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Toc

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

Having completing this chapter, you should now be capable of creating your own game-player character from scratch.

First, you learned how to set up the top-down camera view by adding a Camera component and a SprintArm component to the PlayerAvatar class. The camera is attached to the spring arm, so it is placed at the top-down view position and moves with the character. In the PlayerAvatar constructor, you not only created the SpringArm and Camera components but also initialized the settings for the character as well as its CharacterMovement component.

Once BP_PlayerAvatar was set up, it was used to substitute the default top-down game character.

You then created the PlayerAvatarAnimInstance class and defined the two variables (Speed and State). Based on that, you also created the animation blueprint and defined the State Machine for leveraging the character’s state animations.

Finally, you wrote the code for the APlayerAvatar::Tick() function to sync the...

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