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Unreal Engine 4.X By Example

Unreal Engine 4.X By Example

By : Carnall
3.2 (6)
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Unreal Engine 4.X By Example

Unreal Engine 4.X By Example

3.2 (6)
By: Carnall

Overview of this book

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today’s development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine’s tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine’s rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.
Table of Contents (12 chapters)
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11
Index

Creating and receiving input events


Now that we can see our character in the game world, it is time to get him moving! We are going to create some input events via our project settings, then receive those events in our BH_Character Blueprint. Let's start by setting up some input axis mappings and input action mappings. These mappings simply bind an input, that is, a key press or mouse change, to an axis event or action event that we can receive in our objects. Axis mappings should be used when you wish to receive varying levels from an input, these are most commonly used for analogue inputs such as joysticks and mouse movements. Whereas action mappings should be used when you wish to input from something that has no variable movement, for example, a button or key press.

Creating the input Events

Sometimes, you may need to create action or axis mappings that receive input from multiple sources. You may need to create an axis mapping for aiming that can take in input from both the mouse and...

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