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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 coin class


The coin class is a child class, derived from the base class, and it will only hold the behaviors and instructions required for coins. Go ahead and create a new class based on PickupBase class, and name it CoinPickup. Once Visual Studio opens, let's write some code for it.

CoinPickup.h

As the coin has nothing special to do except hold its own value, the amount of increase that it will give to the player when it is collected, I managed to just add the override for the virtual function OnGetCollected from the base, and a float named CoinValue. We can set its value either in the constructor or in the editor:

#pragma once

#include "PickupBase.h"
#include "CoinPickup.generated.h"

/**
 * 
 */
UCLASS()
class BELLZ_APIACoinPickup : publicAPickupBase
{
  GENERATED_BODY()
  
public:
  // Sets default values for this actor's properties
  ACoinPickup();

  // The Override for the Virtual of the base class
  void OnGetCollected_Implementation() override;

  //Access the Coin value
  float...
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