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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, we showed you how to control both a player and an NPC character. First, we added the Attack action to the input action map and added the event handling function to the player controller. Then, we bound the function to the Attack action to control the hero to attack.

We learned how to add notifies to the animation timelines so that when the non-loop animations end, the animation blueprint can capture the notifications and properly transit to the next state, or if the character is killed, the DieProcess function is called to release memory and force garbage collection.

We imported new assets for the enemy character and created the Enemy class, the blueprint, and the animation blueprint, as we did for the player character. We also added PawnSensingComponent to the Enemy class so that enemies can detect whether the player character is within their vision range.

The main difference from the player character we made for the enemy was that we created the...

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