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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

Input Actions and Axes

Player input is the thing that distinguishes video games from other entertainment media: the fact that they're interactive. For a video game to be interactive, it must take into account the player's input. Many games do this by allowing the player to control a virtual character that acts upon the virtual world it's in, depending on the keys and buttons that the player presses, which is exactly what we'll be doing in this chapter.

Most game development tools nowadays allow you to abstract keypresses into Actions and Axes, which allow you to associate a name (for example, Jump) with several different player inputs (pressing a button, flicking a thumbstick, and so on). The difference between Actions and Axes is that Actions are used for binary inputs (inputs that can either be pressed or released, like the keys on the keyboard), while Axes are used for inputs that are scalar or continuous (that is, that can have a range of values, like...

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