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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

Tracking projectiles and you


Tracking projectiles are very easy to set up in UE4. We must simply provide the projectile movement component with information on how much the tracking will affect the projectiles during flight, and a target to track to. The first is simple, as I will be providing you with good starting values for any tracking behavior. The latter, on the other hand, will require that we create another custom collision channel and perform something called a line trace.

Creating the line trace

Let's first acquire the target we wish the projectiles to track to. We can do this by creating another object collision channel specifically for boss objects, we will then perform a line trace looking for objects that are part of this collision channel. If the line trace returns a successful collision, we have found a target for our projectiles.

We are going to have to add a couple more members to the ABMCharacter object as well. Navigate to BMCharacter.h now and add the following code to the...

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