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Learning C++ by creating games with UE4

You're reading from   Learning C++ by creating games with UE4 Learn C++ programming with a fun, real-world application that allows you to create your own games!

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Product type Paperback
Published in Feb 2015
Publisher
ISBN-13 9781784396572
Length 342 pages
Edition 1st Edition
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Author (1):
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William Sherif William Sherif
Author Profile Icon William Sherif
William Sherif
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Table of Contents (14) Chapters Close

Preface 1. Coding with C++ FREE CHAPTER 2. Variables and Memory 3. If, Else, and Switch 4. Looping 5. Functions and Macros 6. Objects, Classes, and Inheritance 7. Dynamic Memory Allocation 8. Actors and Pawns 9. Templates and Commonly Used Containers 10. Inventory System and Pickup Items 11. Monsters 12. Spell Book Index

Spell class actor

The Spell class will ultimately do damage to all the monsters. Towards that end, we need to contain both a particle system and a bounding box inside the Spell class actor. When a Spell class is cast by the avatar, the Spell object will be instantiated into the level and start Tick() functioning. On every Tick() of the Spell object, any monster contained inside the spell's bounding volume will be affected by that Spell.

The Spell class should look something like the following code:

UCLASS()
class GOLDENEGG_API ASpell : public AActor
{
  GENERATED_UCLASS_BODY()

  // box defining volume of damage
  UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category =  Spell)
  TSubobjectPtr<UBoxComponent> ProxBox;

  // the particle visualization of the spell
  UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category =  Spell)
  TSubobjectPtr<UParticleSystemComponent> Particles;

  // How much damage the spell does per second
  UPROPERTY(EditAnywhere, BlueprintReadWrite...
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