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Building an RPG  with Unreal 4.x

You're reading from   Building an RPG with Unreal 4.x Get to grips with building the foundations of an RPG using Unreal Engine 4.x

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781782175636
Length 360 pages
Edition 1st Edition
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Authors (2):
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Alan R. Stagner Alan R. Stagner
Author Profile Icon Alan R. Stagner
Alan R. Stagner
Steve Santello Steve Santello
Author Profile Icon Steve Santello
Steve Santello
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Toc

Table of Contents (12) Chapters Close

Preface 1. Getting Started with RPG Design in Unreal FREE CHAPTER 2. Scripting and Data in Unreal 3. Exploration and Combat 4. Pause Menu Framework 5. Bridging Character Statistics 6. NPCs and Dialog 7. Gold, Items, and a Shop 8. Inventory Population and Item Use 9. Equipment 10. Leveling, Abilities, and Saving Progress Index

Creating the player pawn

The very first thing we are going to do is create a new Pawn class. In Unreal, the Pawn is the representation of a character. It handles the movement, physics, and rendering of a character.

Here's how our character pawn is going to work. The player is divided into two parts: there's the Pawn that, as mentioned earlier, is responsible for handling the movement, physics, and rendering. Then there's the Player Controller, responsible for translating the player's input into making the Pawn perform what the player wants.

The Pawn

Now, let's create the actual pawn.

Create a new C++ class and select Character as the parent class for it. We will be deriving this class from the Character class because Character has a lot of built-in move functions that we can use for our field player. Name the class RPGCharacter. Open RPGCharacter.h and change the class definition using the following code:

UCLASS(config = Game)
class ARPGCharacter : public ACharacter...
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