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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

Advanced collision in UE4


Before we define the functionality for our new service, let's quickly talk about collision in UE4. Collision in UE4 uses a channel system. Collision channels are effectively flags we can set on each collidable object to inform how the object should behave in any given collision situation. You may have noticed when we set up the collidable component of an object we set the collision profile name or collision type to either NoCollision, OverlapAllDyanmic, Pawn, and so forth. These profiles not only set the collision type of the object but also how that object will react to different collision channels.

Most of our interactions with UE4's collision system have appeared as follows:

The important elements to note here are the Object Type property and the CollisionResponses matrix. In the previous example we are stating that this object is of type Pawn. Meaning that any time something detects a collision with this object, it will be considered part of the Pawn channel....

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