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Game Development Projects with Unreal Engine

You're reading from  Game Development Projects with Unreal Engine

Product type Book
Published in Nov 2020
Publisher Packt
ISBN-13 9781800209220
Pages 822 pages
Edition 1st Edition
Languages
Authors (4):
Hammad Fozi Hammad Fozi
Profile icon Hammad Fozi
Gonçalo Marques Gonçalo Marques
Profile icon Gonçalo Marques
David Pereira David Pereira
Profile icon David Pereira
Devin Sherry Devin Sherry
Profile icon Devin Sherry
View More author details
Toc

Table of Contents (19) Chapters close

Preface
1. Unreal Engine Introduction 2. Working with Unreal Engine 3. Character Class Components and Blueprint Setup 4. Player Input 5. Line Traces 6. Collision Objects 7. UE4 Utilities 8. User Interfaces 9. Audio-Visual Elements 10. Creating a SuperSideScroller Game 11. Blend Spaces 1D, Key Bindings, and State Machines 12. Animation Blending and Montages 13. Enemy Artificial Intelligence 14. Spawning the Player Projectile 15. Collectibles, Power-Ups, and Pickups 16. Multiplayer Basics 17. Remote Procedure Calls 18. Gameplay Framework Classes in Multiplayer

Collision Components

In UE4, there are two types of components that can affect and be affected by collision; they are as follows:

  • Meshes
  • Shape objects

Meshes can be as simple as a cube, or as complex as a high-resolution character with tens of thousands of vertices. A mesh's collision can be specified with a custom file imported alongside the mesh into UE4 (which is outside the scope of this book), or it can be calculated automatically by UE4 and customized by you.

It is generally a good practice to keep the collision mesh as simple (few triangles) as possible so that the physics engine can efficiently calculate collision at runtime. The types of meshes that can have collision are as follows:

  • Static Meshes
  • Skeletal Meshes
  • Procedural Meshes
  • And so on

Shape objects, which are simple meshes represented in wireframe mode that are used to behave as collision objects by causing and receiving collision events.

Note

Wireframe mode...

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