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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

Creating Game Actors

Game actors are the main elements of video games; they are controlled by either players (player actors or player characters) or AI controllers (non-player characters). A game actor may be represented by either a skeletal mesh (a warrior character, for instance) or a static mesh (a spaceship, for instance). The interactions between various game actors make up the gameplay.

This chapter will mainly guide you in creating your own player character (PlayerAvatar) for Pangaea. You will start by creating the animation instance class in C++, and then based on it, you will create the animation blueprint.

For the new animation blueprint, you will add the State Machine and define the states’ animations. You will also set up the character’s visual display in the character blueprint, define user inputs, and write code to implement the player controller and control the character states via the parameters defined in the animation instance class.

Once the...

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