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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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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

Creating HUDs using C++


Now that we have almost all of the gameplay finished for BountyDash, we need to be able to report the current game state to the player. We are going to do this in a similar way to that of Barrel Hopper; however, this time we will be creating our HUD object entirely in C++ code. HUD objects in UE4 utilize something called a Canvas. A Canvas is simply a draw area within the screen that we can use to do things such as draw text, images, and other HUD-related imagery. On our HUD object, we will be displaying the player's current runtime and the player's current score.

ABountyDashHUD

Let's start by creating a new HUD object via the C++ class wizard found within the editor. Create a new class that inherits from HUD and call it BountyDashHUD. Once the code has been generated, open the BountyDashHUD.h file. Ensure the class definition matches the following:

UCLASS()
class BOUNTYDASH_API ABountyDashHUD : public AHUD
{
    GENERATED_BODY()
    ABountyDashHUD();

    UPROPERTY...
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