Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Benjamin Carnall Benjamin Carnall
Author Profile Icon Benjamin Carnall
Benjamin Carnall
Arrow right icon
View More author details
Toc

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

Adding the finishing touches to Barrel Hopper

Now that we have explored the basics of animation and sound with UE4, we can finish polishing our Barrel Hopper project. We are going to be adding a session timer to the HUD, a gameover screen, and ragdoll physics to our character so that when the player runs into a barrel, the character will go limp and hilarity will ensue.

Ragdolls and Event dispatchers

Let's start by adding ragdoll physics to the character upon death. The reason we are starting here is to implement the ragdoll. We are also going to have to implement an event dispatcher. An event dispatcher allows us to bind a collection of events that will trigger when the single event dispatcher is executed. This means we can execute all bound functionality across multiple blueprints from one call to the event dispatcher. This is similar to the Event Delegate we currently use in the BH_GameMode but allows us to bind events to a dispatcher that has no explicit functionality of its own...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime