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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

Controlling the player character to attack

When you created the Pangaea project, the engine automatically generated the PangaeaPlayerController class so that you had basic control over the player character. To understand how PangaeaPlayerController controls the player, let’s open the PangaeaPlayerController.cpp file in Visual Studio (VS) and look at the code.

First of all, the SetupInputComponent() function binds the OnSetDestinationPressed() and the OnSetDestinationReleased() event handler functions to the SetDestination action defined in the project’s input settings. These two event handler functions call the movement functions, StopMovement and SimpleMoveToLocation, to move the character toward the next new destination.

Can we add a new attack action to the system and hook it up to our own handler function? The answer is yes. Let’s start by defining the new attack action.

Adding the Attack action to the action map

In Unreal, PlayerController is defined...

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