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Game Development Projects with Unreal Engine

Game Development Projects with Unreal Engine

By : Reis, Hammad Fozi , Gonçalo Marques , David Pereira , Devin Sherry
4.6 (35)
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Game Development Projects with Unreal Engine

Game Development Projects with Unreal Engine

4.6 (35)
By: Reis, Hammad Fozi , Gonçalo Marques , David Pereira , Devin Sherry

Overview of this book

Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects. Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects: building a dodgeball game. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills. You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment. By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life.
Table of Contents (19 chapters)
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Preface

Timers

Timers in Unreal Engine 4 allow you to perform actions after a delay or every X number of seconds. In the case of the SuperSideScroller potion power-up, a timer will be used to restore the player's movement and jump to their defaults after 8 seconds.

Note

In Blueprints, you can use a Delay node in addition to Timer Handles to achieve the same results. However, in C++, Timers are the best means to achieve delays and reoccurring logic.

Timers are managed by Timer Manager, or FTimerManager, which exists in the UWorld object. There are two main functions that you will be using from the FTimerManager class, called SetTimer() and ClearTimer():

void SetTimer
(
    FTimerHandle & InOutHandle,
    TFunction < void )> && Callback,
    float InRate,
    bool InbLoop,
    float InFirstDelay
)
void ClearTimer(FTimerHandle& InHandle)

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