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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project 2. Setting Up Your Warrior FREE CHAPTER 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

The base class


The base class will hold the major behaviors and instructions for all the collectables. Go ahead and create a new class based on the Actor class and name it PickupBase. Once Visual Studio opens, let's write some code for it.

PickupBase.h

As all we have to do (so far) for this class is based on the Actor class, I didn't have to include something special for its header file. At the same time, write the code for the defining the constructor and the class:

#pragma once

#include "GameFramework/Actor.h"
#include "PickupBase.generated.h"

UCLASS()
class BELLZ_API APickupBase : public AActor
{
  GENERATED_BODY()
  
public:  
  // Sets default values for this actor's properties
  APickupBase();

Then you can remove the definition set of the default two functions, but I kept them just in case I need them in the near future:

// Called when the game starts or when spawned
  virtual void BeginPlay() override;
  
// Called every frame
  virtual void Tick( float DeltaSeconds ) override;

As the...

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