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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

Creating the VictoryBox actor

The next step in our project is going to be creating the VictoryBox actor. This actor will be responsible for ending the game when the player character enters it, given that the player has beaten the level. To do this, we’ll be using the Overlap event. The following exercise will help us understand VictoryBox.

Exercise 6.05 – creating the VictoryBox class

In this exercise, we will be creating the VictoryBox class, which, when entered by the player character, will end the game.

The following steps will help you complete this exercise:

  1. Create a new C++ class that inherits from the actor and call it VictoryBox.
  2. Open that class’s files in Visual Studio.
  3. Create a new SceneComponent property, which will be used as a RootComponent, just like we did with our Wall C++ class:
    • Header file:
      private:
      UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = 
        VictoryBox, meta = (AllowPrivateAccess = "true&quot...
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