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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

Player Projectile

For the last section of this chapter, you will focus on creating the base of the player projectile, which can be used to destroy enemies. The goal is to create the appropriate actor class, introduce the required collision and projectile movement components to the class, and set up the necessary parameters for the projectile's motion behavior.

For the sake of simplicity, the player projectile will not use gravity, will destroy enemies with one hit, and the projectile itself will be destroyed on hitting any surface; it will not bounce off walls, for example. The primary goal of the player projectile is to have a projectile that the player can spawn and use to destroy enemies throughout the level. In this chapter, you will set up the basic framework functionality, while in Chapter 14, Spawning the Player Projectile, you will add sound and visual effects. Let's get started by creating the player projectile class.

Exercise 13.11: Creating the Player Projectile...

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