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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project FREE CHAPTER 2. Setting Up Your Warrior 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

Editing and adding code

After opening Visual Studio, you will have the base code for the header file and the sources file of the character class we just created. This base code is not essential; you can edit it or remove the majority of it, but for our game's purposes we will keep it.

The header file will usually look like this by default:

Editing and adding code

As you can see, header files start with including the character header file from the Unreal Engine game framework, and then include the generated header of the newly created class we just made.

An Unreal Engine class should have the macro UCLASS above it, otherwise you will probably get a compiler error.

The class, by default, will include several public functions that are, in order:

  • Constructor: This is necessary to hold any code that is used to build the class (or any blueprint based on that class) during edit time
  • BeginPlay: The override of the virtual void BeginPlay class, which is going to be called once the game starts
  • Tick: This is also an override...
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