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Game Development Projects with Unreal Engine

You're reading from   Game Development Projects with Unreal Engine Learn to build your first games and bring your ideas to life using UE4 and C++

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Product type Paperback
Published in Nov 2020
Publisher Packt
ISBN-13 9781800209220
Length 822 pages
Edition 1st Edition
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Authors (5):
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Hammad Fozi Hammad Fozi
Author Profile Icon Hammad Fozi
Hammad Fozi
Devin Sherry Devin Sherry
Author Profile Icon Devin Sherry
Devin Sherry
Gustavo Reis Gustavo Reis
Author Profile Icon Gustavo Reis
Gustavo Reis
David Pereira David Pereira
Author Profile Icon David Pereira
David Pereira
Gonçalo Marques Gonçalo Marques
Author Profile Icon Gonçalo Marques
Gonçalo Marques
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Toc

Table of Contents (19) Chapters Close

Preface
1. Unreal Engine Introduction 2. Working with Unreal Engine FREE CHAPTER 3. Character Class Components and Blueprint Setup 4. Player Input 5. Line Traces 6. Collision Objects 7. UE4 Utilities 8. User Interfaces 9. Audio-Visual Elements 10. Creating a SuperSideScroller Game 11. Blend Spaces 1D, Key Bindings, and State Machines 12. Animation Blending and Montages 13. Enemy Artificial Intelligence 14. Spawning the Player Projectile 15. Collectibles, Power-Ups, and Pickups 16. Multiplayer Basics 17. Remote Procedure Calls 18. Gameplay Framework Classes in Multiplayer

Blueprint Actors

In UE4, the word Blueprint can be used to refer to two different things: UE4's visual scripting language or a specific type of asset, also referred to as a Blueprint class or Blueprint asset.

As we've mentioned before, an Actor is an object that can be placed in a level. This object can either be an instance of a C++ class or an instance of a Blueprint class, both of which must inherit from the Actor class (either directly or indirectly). So, what is the difference between a C++ class and a Blueprint class, you may ask? There are a few:

  • If you add programming logic to your C++ class, you'll have access to more advanced engine functionality than you would if you were to create a Blueprint class.
  • In a Blueprint class, you can easily view and edit visual components of that class, such as a 3D mesh or a Trigger Box Collision, as well as modifying properties defined in the C++ class that is exposed to the editor, which makes managing...
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