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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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Toc

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

Summary

We just investigated the C++ MyShooter project by looking at the basic project structure and reviewing the source code. You should now have an overall idea about what the C++ scripts do and how they collaborate with the engine and the Blueprints.

From the sample game code, you have also learned some useful Unreal C++ scripting skills.

First, we reviewed the code for creating Unreal recognizable C++ classes by marking them with the UCLASS macro and the specifiers. You now understand that the Unreal Engine Reflection System will use the information associated with the macros and the specifiers to spawn objects and components. You then got to know some Unreal base classes such as ACharacter, AActor, USphereComponent, UActorComponent, and AGameModeBase that can be inherited to create new game classes.

Second, we looked at the code that defines class variables and declares class functions with the UPROPERTY and UFUNCTION macros. Like the UCLASS macro you learned about before...

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