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Unreal Engine 5 Game Development with C++ Scripting

You're reading from   Unreal Engine 5 Game Development with C++ Scripting Become a professional game developer and create fully functional, high-quality games

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Product type Paperback
Published in Aug 2023
Publisher Packt
ISBN-13 9781804613931
Length 384 pages
Edition 1st Edition
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Author (1):
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ZHENYU GEORGE LI ZHENYU GEORGE LI
Author Profile Icon ZHENYU GEORGE LI
ZHENYU GEORGE LI
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Toc

Table of Contents (18) Chapters Close

Preface 1. Part 1 – Getting Started with Unreal C++ Scripting
2. Chapter 1: Creating Your First Unreal C++ Game FREE CHAPTER 3. Chapter 2: Editing C++ Code in Visual Studio 4. Chapter 3: Learning C++ and Object-Oriented Programming 5. Chapter 4: Investigating the Shooter Game’s Generated Project and C++ Code 6. Part 2 – C++ Scripting for Unreal Engine
7. Chapter 5: Learning How to Use UE Gameplay Framework Base Classes 8. Chapter 6: Creating Game Actors 9. Chapter 7: Controlling Characters 10. Chapter 8: Handling Collisions 11. Chapter 9: Improving C++ Code Quality 12. Part 3: Making a Complete Multiplayer Game
13. Chapter 10: Making Pangaea a Network Multiplayer Game 14. Chapter 11: Controlling the Game Flow 15. Chapter 12: Polishing and Packaging the Game 16. Index 17. Other Books You May Enjoy

Controlling Characters

In Chapter 6, we created our player character, the PlayerAvatar class, and the BP_PlayerAvatar blueprint. The next thing we want to do is to control the player character. Since the engine automatically generated the default PangaeaPlayerController class when the project was created, moving the player character is already functional. However, that is not enough because we want more control over the player character.

In this chapter, you will learn how to add a new input action to the action map, handle an input event to trigger an attack, as well as how to add a notify to the timelines of attack, hit, and die animations.

This chapter will also introduce the concept of garbage collection, which is the engine’s important mechanism for memory management; the code for destroying characters demonstrates how to manually trigger garbage collection.

Additionally, you will learn how to create an enemy character and control the enemy with AIController. This...

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