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Unreal Engine 4.X By Example

You're reading from   Unreal Engine 4.X By Example An example-based practical guide to get you up and running with Unreal Engine 4.X

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Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
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Author (1):
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Benjamin Carnall Benjamin Carnall
Author Profile Icon Benjamin Carnall
Benjamin Carnall
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Table of Contents (12) Chapters Close

Preface 1. Introduction to Unreal Engine 4 FREE CHAPTER 2. Blueprints and Barrels – Your First Game 3. Advanced Blueprint, Animation, and Sound 4. Unreal Engine, C++, and You 5. Upgrade Activated – Making Bounty Dash with C++ 6. Power Ups for Your Character, Power Ups for the User 7. Boss Mode Activated – Unreal Robots 8. Advanced AI and Unreal Rendering 9. Creating a Networked Shooter 10. Goodbyes and Thank yous Index

Advanced collision in UE4


Before we define the functionality for our new service, let's quickly talk about collision in UE4. Collision in UE4 uses a channel system. Collision channels are effectively flags we can set on each collidable object to inform how the object should behave in any given collision situation. You may have noticed when we set up the collidable component of an object we set the collision profile name or collision type to either NoCollision, OverlapAllDyanmic, Pawn, and so forth. These profiles not only set the collision type of the object but also how that object will react to different collision channels.

Most of our interactions with UE4's collision system have appeared as follows:

The important elements to note here are the Object Type property and the CollisionResponses matrix. In the previous example we are stating that this object is of type Pawn. Meaning that any time something detects a collision with this object, it will be considered part of the Pawn channel....

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