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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

Table of Contents (19) Chapters

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

Input Bindings

Every game requires input from the player, whether it is the keys on a keyboard such as W, A, S, and D for moving the player character, or the thumb sticks on a controller; this is what makes video games an interactive experience. Unreal Engine 4 allows us to map keyboard, mouse, gamepad, and other types of controls to labeled actions or axes that you can then reference in Blueprint or C++ to allow character or gameplay functionality to occur. It is important to point out that each unique action or axis mapping can have one or more key bindings, and that the same key binding can be used for multiple mappings. Input bindings are saved into an initialization file called DefaultInput.ini and can be found in the Config folder of your project directory.

Note

Input bindings can be edited directly from the DefaultInput.ini file or through Project Settings in the editor itself; the latter being more easily accessible and less error-prone when editing.

Let&apos...

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