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Elevating Game Experiences with Unreal Engine 5

You're reading from   Elevating Game Experiences with Unreal Engine 5 Bring your game ideas to life using the new Unreal Engine 5 and C++

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Product type Paperback
Published in Sep 2022
Publisher Packt
ISBN-13 9781803239866
Length 760 pages
Edition 2nd Edition
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Authors (4):
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Gonçalo Marques Gonçalo Marques
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Gonçalo Marques
Devin Sherry Devin Sherry
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Devin Sherry
David Pereira David Pereira
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David Pereira
Hammad Fozi Hammad Fozi
Author Profile Icon Hammad Fozi
Hammad Fozi
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Toc

Table of Contents (21) Chapters Close

Preface 1. Chapter 1: Introduction to Unreal Engine 2. Chapter 2: Working with Unreal Engine FREE CHAPTER 3. Chapter 3: Character Class Components and Blueprint Setup 4. Chapter 4: Getting Started with Player Input 5. Chapter 5: Query with Line Traces 6. Chapter 6: Setting Up Collision Objects 7. Chapter 7: Working with UE5 Utilities 8. Chapter 8: Creating User Interfaces with UMG 9. Chapter 9: Adding Audio-Visual Elements 10. Chapter 10: Creating the SuperSideScroller Game 11. Chapter 11: Working with Blend Space 1D, Key Bindings, and State Machines 12. Chapter 12: Animation Blending and Montages 13. Chapter 13: Creating and Adding the Enemy Artificial Intelligence 14. Chapter 14: Spawning the Player Projectile 15. Chapter 15: Exploring Collectibles, Power-Ups, and Pickups 16. Chapter 16: Getting Started with Multiplayer Basics 17. Chapter 17: Using Remote Procedure Calls 18. Chapter 18: Using Gameplay Framework Classes in Multiplayer 19. Index 20. Other Books You May Enjoy

Activity 1.01 – propelling TestActor on the Z-axis indefinitely

In this activity, you will use the Tick event of TestActor to move it on the Z-axis indefinitely, instead of doing this only once when the game starts.

Follow these steps to complete this activity:

  1. Open the TestActor Blueprint class.
  2. Add the Event Tick node to the Blueprint’s Event Graph window.
  3. Add the AddActorWorldOffset function, split its DeltaLocation pin, and connect the Tick event’s output execution pin to this function’s input execution pin, similar to what we did in Exercise 1.01 – creating an Unreal Engine 5 project.
  4. Add a Float Multiplication node to the Event Graph window.
  5. Connect the Tick event’s Delta Seconds output pin to the first input pin of the Float Multiplication node.
  6. Create a new variable of the float type, call it VerticalSpeed, and set its default value to 25.
  7. Add a getter to the VerticalSpeed variable in the Event Graph...
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