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Elevating Game Experiences with Unreal Engine 5

You're reading from   Elevating Game Experiences with Unreal Engine 5 Bring your game ideas to life using the new Unreal Engine 5 and C++

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Product type Paperback
Published in Sep 2022
Publisher Packt
ISBN-13 9781803239866
Length 760 pages
Edition 2nd Edition
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Authors (4):
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Gonçalo Marques Gonçalo Marques
Author Profile Icon Gonçalo Marques
Gonçalo Marques
Devin Sherry Devin Sherry
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Devin Sherry
David Pereira David Pereira
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David Pereira
Hammad Fozi Hammad Fozi
Author Profile Icon Hammad Fozi
Hammad Fozi
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Toc

Table of Contents (21) Chapters Close

Preface 1. Chapter 1: Introduction to Unreal Engine 2. Chapter 2: Working with Unreal Engine FREE CHAPTER 3. Chapter 3: Character Class Components and Blueprint Setup 4. Chapter 4: Getting Started with Player Input 5. Chapter 5: Query with Line Traces 6. Chapter 6: Setting Up Collision Objects 7. Chapter 7: Working with UE5 Utilities 8. Chapter 8: Creating User Interfaces with UMG 9. Chapter 9: Adding Audio-Visual Elements 10. Chapter 10: Creating the SuperSideScroller Game 11. Chapter 11: Working with Blend Space 1D, Key Bindings, and State Machines 12. Chapter 12: Animation Blending and Montages 13. Chapter 13: Creating and Adding the Enemy Artificial Intelligence 14. Chapter 14: Spawning the Player Projectile 15. Chapter 15: Exploring Collectibles, Power-Ups, and Pickups 16. Chapter 16: Getting Started with Multiplayer Basics 17. Chapter 17: Using Remote Procedure Calls 18. Chapter 18: Using Gameplay Framework Classes in Multiplayer 19. Index 20. Other Books You May Enjoy

Manipulating Actors

In Unreal Engine, all the objects that can be placed in a level are referred to as Actors. In a movie, an actor would be a human playing a character, but in UE5, every single object you see in your level, including walls, floors, weapons, and characters, is an Actor.

Every Actor must have what’s called a Transform property, which is a collection of three things:

  • Location: A Vector property signifying the position of that Actor in the level in the X, Y, and Z-axis. A vector is simply a tuple with three floating-point numbers – one for the location of the point on each axis.
  • Rotation: A Rotator property signifying the rotation of that Actor along the X, Y, and Z-axis. A rotator is also a tuple with three floating-point numbers – one for the angle of rotation on each axis.
  • Scale: A Vector property signifying the scale (that is, the size) of that Actor in the level in the X, Y, and Z-axis. This is also a collection of three floating...
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