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Unreal Engine 4.X By Example

You're reading from   Unreal Engine 4.X By Example An example-based practical guide to get you up and running with Unreal Engine 4.X

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Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
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Author (1):
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Benjamin Carnall Benjamin Carnall
Author Profile Icon Benjamin Carnall
Benjamin Carnall
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Table of Contents (12) Chapters Close

Preface 1. Introduction to Unreal Engine 4 FREE CHAPTER 2. Blueprints and Barrels – Your First Game 3. Advanced Blueprint, Animation, and Sound 4. Unreal Engine, C++, and You 5. Upgrade Activated – Making Bounty Dash with C++ 6. Power Ups for Your Character, Power Ups for the User 7. Boss Mode Activated – Unreal Robots 8. Advanced AI and Unreal Rendering 9. Creating a Networked Shooter 10. Goodbyes and Thank yous Index

Cleaning up shop and object hierarchies


We are going to start this chapter off by preparing our codebase. During the course of this chapter we are going to be adding new objects to the game scene, such as power ups, particle effects, and destructible objects that we need to behave much in the same way as obstacles and coins currently do. As our current class hierarchy has our ACoin object inheriting from AObstacle, we have begun an inheritance chain that will lead to many development headaches. Now is a good time for us to right this with a quick fix, and construct a much smarter and cleaner object hierarchy.

When creating object hierarchies, we should ask ourselves, what functionality will be shared among all objects in the hierarchy? Any functionality you can think of that would adhere to this question should be included in the base object. Currently, most of our base functionality is present in the AObstacle object. This process will be removing a large amount of functionality from this...

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