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Unreal Engine 5 Game Development with C++ Scripting

You're reading from  Unreal Engine 5 Game Development with C++ Scripting

Product type Book
Published in Aug 2023
Publisher Packt
ISBN-13 9781804613931
Pages 384 pages
Edition 1st Edition
Languages
Author (1):
ZHENYU GEORGE LI ZHENYU GEORGE LI
Profile icon ZHENYU GEORGE LI

Table of Contents (18) Chapters

Preface 1. Part 1 – Getting Started with Unreal C++ Scripting
2. Chapter 1: Creating Your First Unreal C++ Game 3. Chapter 2: Editing C++ Code in Visual Studio 4. Chapter 3: Learning C++ and Object-Oriented Programming 5. Chapter 4: Investigating the Shooter Game’s Generated Project and C++ Code 6. Part 2 – C++ Scripting for Unreal Engine
7. Chapter 5: Learning How to Use UE Gameplay Framework Base Classes 8. Chapter 6: Creating Game Actors 9. Chapter 7: Controlling Characters 10. Chapter 8: Handling Collisions 11. Chapter 9: Improving C++ Code Quality 12. Part 3: Making a Complete Multiplayer Game
13. Chapter 10: Making Pangaea a Network Multiplayer Game 14. Chapter 11: Controlling the Game Flow 15. Chapter 12: Polishing and Packaging the Game 16. Index 17. Other Books You May Enjoy

Summary

In this chapter, you learned about collision detection and how to use the engine’s collision system to bring interactions into the Pangaea game.

The first part of this chapter explained the three collision shape components (CapsuleComponent, BoxComponent, and SpherComponent) as well as the two mesh components (StaticMeshComponent and SekeltalMeshComponet). Adding collision shape components to actors and disabling the mesh collisions for better performance was also explained.

After that, you learned about the OnBeginOverlap and OnEndOverlap collision events and how they work with your C++ code. It was emphasized that you can handle collision events on either an actor or a component, depending on your actual needs.

Appropriate collision presets are vital to gameplay to properly process interactions between actors. It is important to understand what collision preset type, such as BlockAll, OverlapAllDynamic, and NoCollision, should be used for different collision...

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