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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

Cleaning up shop and object hierarchies


We are going to start this chapter off by preparing our codebase. During the course of this chapter we are going to be adding new objects to the game scene, such as power ups, particle effects, and destructible objects that we need to behave much in the same way as obstacles and coins currently do. As our current class hierarchy has our ACoin object inheriting from AObstacle, we have begun an inheritance chain that will lead to many development headaches. Now is a good time for us to right this with a quick fix, and construct a much smarter and cleaner object hierarchy.

When creating object hierarchies, we should ask ourselves, what functionality will be shared among all objects in the hierarchy? Any functionality you can think of that would adhere to this question should be included in the base object. Currently, most of our base functionality is present in the AObstacle object. This process will be removing a large amount of functionality from this...

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