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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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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

Learning How to Use UE Gameplay Framework Base Classes

Based on what you learned in the previous chapters, you should already know how to write C++ scripts for UE games and have an overall view of a typical UE C++ project structure. Now is the time to start learning basic C++ scripting skills in this chapter.

Games usually include a game environment, some actors (or game objects), and the interactions between the actors. Player characters are controlled by players, whereas non-player characters (NPCs) are controlled by game logic or artificial intelligence (AI) agents. In this chapter, you will learn how to derive base classes from Unreal Engine’s gameplay framework to create your own game actors and characters. Here, three game project configuration classes—PlayerController, GameMode, and GameInstance—are going to be introduced, which will help us to define the game’s specific players and rules.

Knowing the framework base classes is fundamental to...

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