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Unreal Engine Game Development Blueprints

You're reading from   Unreal Engine Game Development Blueprints Discover all the secrets of Unreal Engine and create seven fully functional games with the help of step-by-step instructions

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Product type Paperback
Published in Dec 2015
Publisher Packt
ISBN-13 9781784397777
Length 352 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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Nicola Valcasara Nicola Valcasara
Author Profile Icon Nicola Valcasara
Nicola Valcasara
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Toc

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "We can include other contexts through the use of the include directive".

A block of code is set as follows:

#pragma once

#include "GameFramework/Actor.h"
#include "Collectable.generated.h"

UCLASS()
class PACMAN_API ACollectable : public AActor
{
  GENERATED_BODY()
  
public:
  // Sets default values for this actor's properties
  ACollectable();

  // Called when the game starts or when spawned
  virtual void BeginPlay() override;
  
  // Called every frame
  virtual void Tick( float DeltaSeconds ) override;
};

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Click on the Blueprints button in the Level Editor toolbar."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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