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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

Collision Events

Let's say that there are two objects colliding into one another. Two things can happen:

  • They overlap each other, as if the other object weren't there, in which case the Overlap event is called.
  • They collide and prevent each other from continuing their course, in which case the Block event is called.

In the previous chapter, we learned how to change an object's response to a specific Trace channel. During this process, we learned that an object's response can be either Block, Overlap, or Ignore.

Now, let's see what happens in each of these responses during a collision.

Block: Two objects will only block each other if both of them have their response to the other object set to Block:

  • Both objects will have their OnHit events called. This event is called whenever two objects block each other's path at the moment they collide. If one of the objects is simulating physics, that object must have its SimulationGeneratesHitEvents...
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