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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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Toc

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

The Gladiator source (.cpp) file


Because source files always contain more than 20x more code than the header files, I would like to follow a different approach here in explaining the code. I will break down the source file into blocks, one by one.

The includes

As we mentioned earlier, any C++ file or even header file must start with the include statements. You don't have to include everything; some of the include statements will be there by default but others might be needed while you are building up the code.

Even if your game example is different and you wanted to have different functionalities, you might need to include more headers.

#include "Bellz.h"
#include "Gladiator.h"
#include "GameDataTables.h"
#include "PaperSpriteComponent.h"
#include "GameDataTables.h"

As you can see, now the included header files have been increased to include those we have formed from the auto-generated source file.

Because the game will be reading data from Excel sheets, I managed to import the GameDataTables...

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