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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 a custom object collision channel


We are nearly ready to place all of our pieces in the game world. Before we do that we need to create the aforementioned custom collision channel. We can do this via Project Settings. Navigate to Edit | Project Settings. Once there, navigate to Engine | Collision. This will present you with a settings menu with two categories ObjectChannels and TraceChannels. We are going to be adding a new object channel. This can be done by pressing the NewObjectChannel button, which will present you with this wizard:

With this wizard create a new channel called BMCharacter with a default response of Block. This channel is the one we are going to be setting as the collision type on our FPCharacter. As this is the first custom channel we have created, the ECC_GameTraceChannel1 enum will resolve to this channel and our sweep test will only pick up collisions with objects that have set BMCharacter to be their collision type.

Open the FPCharacter blueprint now and select...

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