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Unreal Engine 4.x Scripting with C++ Cookbook

You're reading from   Unreal Engine 4.x Scripting with C++ Cookbook Develop quality game components and solve scripting problems with the power of C++ and UE4

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Product type Paperback
Published in Mar 2019
Publisher
ISBN-13 9781789809503
Length 708 pages
Edition 2nd Edition
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Authors (3):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Stephen Whittle Stephen Whittle
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Stephen Whittle
William Sherif William Sherif
Author Profile Icon William Sherif
William Sherif
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Table of Contents (16) Chapters Close

Preface 1. UE4 Development Tools FREE CHAPTER 2. Creating Classes 3. Memory Management, Smart Pointers, and Debugging 4. Actors and Components 5. Handling Events and Delegates 6. Input and Collision 7. Communication Between Classes and Interfaces: Part I 8. Communication Between Classes and Interfaces: Part II 9. Integrating C++ and the Unreal Editor: Part I 10. Integrating C++ and the Unreal Editor: Part II 11. Working with UE4 APIs 12. Multiplayer Networking in UE4 13. AI for Controlling NPCs 14. User Interfaces - UI and UMG 15. Other Books You May Enjoy

Collision – letting objects pass through one another using Ignore

Collision settings are fairly easy to get started with. There are three classes of intersection for collisions:

  • Ignore: Collisions that pass through each other without any notification.
  • Overlap: Collisions that trigger the OnBeginOverlap and OnEndOverlap events. Interpenetration of objects with an Overlap setting is allowed.
  • Block: Collisions that prevent all interpenetration, and prevent objects from overlapping each other at all.

Objects are classed into one of many Object Types. The Collision settings for a particular Blueprint's Component allow you to class the object as an Object Type of your choice, as well as specify how that object collides with all other objects of all other types. This takes a tabular format in the Details | Collision section of the Blueprint Editor.

For example, the following...

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