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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

Working with our first plugin module


Now that we have described our plugin and its module, we can begin to specify what our only code module within the plugin is going to do. The purpose of the PowerUpPlugin is to create a power-up type we can include in a game code object that will be constructed with a random power-up type. We can then identify this type from within the game code and enact functionality based on that type. As we are going to be creating a type that needs to be identified by the engine, we will need to inherit our type from UObject. This means our plugin is going to need access to the CoreUObject module provided by the engine. This also means that our plugin module will need to be publically exposed to our project codebase so we may include the plugin type. This is creating the aforementioned static link between the plugin and the project codebase.

PowerUpPlugin.Build.cs

We can create these associations by modifying the .Build.cs file. You will notice that the Build.cs file...

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