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Game Development Projects with Unreal Engine

You're reading from   Game Development Projects with Unreal Engine Learn to build your first games and bring your ideas to life using UE4 and C++

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Product type Paperback
Published in Nov 2020
Publisher Packt
ISBN-13 9781800209220
Length 822 pages
Edition 1st Edition
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Authors (5):
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Hammad Fozi Hammad Fozi
Author Profile Icon Hammad Fozi
Hammad Fozi
Devin Sherry Devin Sherry
Author Profile Icon Devin Sherry
Devin Sherry
Gustavo Reis Gustavo Reis
Author Profile Icon Gustavo Reis
Gustavo Reis
David Pereira David Pereira
Author Profile Icon David Pereira
David Pereira
Gonçalo Marques Gonçalo Marques
Author Profile Icon Gonçalo Marques
Gonçalo Marques
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Toc

Table of Contents (19) Chapters Close

Preface
1. Unreal Engine Introduction 2. Working with Unreal Engine FREE CHAPTER 3. Character Class Components and Blueprint Setup 4. Player Input 5. Line Traces 6. Collision Objects 7. UE4 Utilities 8. User Interfaces 9. Audio-Visual Elements 10. Creating a SuperSideScroller Game 11. Blend Spaces 1D, Key Bindings, and State Machines 12. Animation Blending and Montages 13. Enemy Artificial Intelligence 14. Spawning the Player Projectile 15. Collectibles, Power-Ups, and Pickups 16. Multiplayer Basics 17. Remote Procedure Calls 18. Gameplay Framework Classes in Multiplayer

Collision Properties

Now that we've taken a look at how collision works, let's go back to the collision settings of the cube we selected in the previous chapter, where we changed its response to the Visibility Channel.

The cube can be seen in the following screenshot:

Figure 6.4: Cube blocking the SightSource of the enemy

With the level open in the editor, select the cube and go to the Collision section of its Details Panel:

Figure 6.5: The changes in the level editor

Here, we can see some options that are important to us:

  • SimulationGeneratesHitEvents, which allows the OnHit events to be called when an object is simulating physics (we'll talk about this later in this chapter).
  • GenerateOverlapEvents, which allows the OnBeginOverlap and OnEndOverlap events to be called.
  • CanCharacterStepUpOn, which allows a character to easily step up onto this object.
  • CollisionPresets, which allows us to...
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