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Unreal Engine 4.X By Example

You're reading from   Unreal Engine 4.X By Example An example-based practical guide to get you up and running with Unreal Engine 4.X

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Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
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Author (1):
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Benjamin Carnall Benjamin Carnall
Author Profile Icon Benjamin Carnall
Benjamin Carnall
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Table of Contents (12) Chapters Close

Preface 1. Introduction to Unreal Engine 4 FREE CHAPTER 2. Blueprints and Barrels – Your First Game 3. Advanced Blueprint, Animation, and Sound 4. Unreal Engine, C++, and You 5. Upgrade Activated – Making Bounty Dash with C++ 6. Power Ups for Your Character, Power Ups for the User 7. Boss Mode Activated – Unreal Robots 8. Advanced AI and Unreal Rendering 9. Creating a Networked Shooter 10. Goodbyes and Thank yous Index

Creating the projectile


Now we have a player character and we have a cross hair, all we need now is something to shoot! We need to create an object that can be fired forward and act the same way a weighted projectile would under the effects of gravity, similar to a grenade or small cannon ball. We can do this by utilizing another movement-based component. This one is called a ProjectileMovementComponent and can be used alongside the physics engine to dictate how a projectile will move through space. Using the C++ class wizard create a class that inherits from Actor called BMProjectile.

Defining the Projectile

Let's start by defining the ABMProjectile class. We can begin with the private members of the class, navigate to BMProjectile.h and add the following code to the class definition under GENERATED_BODY():

/** Sphere collision component */
UPROPERTY(VisibleDefaultsOnly, Category = Projectile)
class USphereComponent* ProjCollision;

UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Projectile...
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