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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

Collision

A collision is basically a point at which two objects come into contact with each other (for example, two objects colliding, an object hitting a character, a character walking into a wall, and so on). Most game development tools have their own set of features that allow for collision and physics to exist inside the game. This set of features is called a Physics Engine, which is responsible for everything related to collisions. It is responsible for executing Line Traces, checking whether two objects are overlapping each other, blocking each other's movement, bouncing off of a wall, and much more. When we ask the game to execute or notify us of these collision events, the game is essentially asking the Physics Engine to execute it and then show us the results of these collision events.

In the Dodgeball game you will be building, examples of where collision needs to be taken into account include checking whether enemies are able to see the player (which will be achieved...

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