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Game Development Projects with Unreal Engine

You're reading from   Game Development Projects with Unreal Engine Learn to build your first games and bring your ideas to life using UE4 and C++

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Product type Paperback
Published in Nov 2020
Publisher Packt
ISBN-13 9781800209220
Length 822 pages
Edition 1st Edition
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Authors (5):
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Hammad Fozi Hammad Fozi
Author Profile Icon Hammad Fozi
Hammad Fozi
Devin Sherry Devin Sherry
Author Profile Icon Devin Sherry
Devin Sherry
Gustavo Reis Gustavo Reis
Author Profile Icon Gustavo Reis
Gustavo Reis
David Pereira David Pereira
Author Profile Icon David Pereira
David Pereira
Gonçalo Marques Gonçalo Marques
Author Profile Icon Gonçalo Marques
Gonçalo Marques
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Toc

Table of Contents (19) Chapters Close

Preface
1. Unreal Engine Introduction 2. Working with Unreal Engine FREE CHAPTER 3. Character Class Components and Blueprint Setup 4. Player Input 5. Line Traces 6. Collision Objects 7. UE4 Utilities 8. User Interfaces 9. Audio-Visual Elements 10. Creating a SuperSideScroller Game 11. Blend Spaces 1D, Key Bindings, and State Machines 12. Animation Blending and Montages 13. Enemy Artificial Intelligence 14. Spawning the Player Projectile 15. Collectibles, Power-Ups, and Pickups 16. Multiplayer Basics 17. Remote Procedure Calls 18. Gameplay Framework Classes in Multiplayer

Processing Player Input

Let's think about a situation where the player presses the Jump action, which is associated with the Spacebar key, to get the player character to jump. Between the moment the player presses the Spacebar key and the moment the game makes the player character jump, quite a few things have to connect those two events.

Let's take a look at all the steps necessary that lead from one event to the other:

  1. Hardware Input: The player presses the Spacebar key. UE4 will be listening to this keypress event.
  2. The PlayerInput class: After the key is pressed or released, this class will translate that key into an action or axis. If there is an action or axis associated with that key, it will notify all classes that are listening to the action that it was just pressed, released, or updated. In this case, it will know that the Spacebar key is associated with the Jump action.
  3. The Player Controller class: This is the first class to receive these events...
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