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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 a custom object collision channel


We are nearly ready to place all of our pieces in the game world. Before we do that we need to create the aforementioned custom collision channel. We can do this via Project Settings. Navigate to Edit | Project Settings. Once there, navigate to Engine | Collision. This will present you with a settings menu with two categories ObjectChannels and TraceChannels. We are going to be adding a new object channel. This can be done by pressing the NewObjectChannel button, which will present you with this wizard:

With this wizard create a new channel called BMCharacter with a default response of Block. This channel is the one we are going to be setting as the collision type on our FPCharacter. As this is the first custom channel we have created, the ECC_GameTraceChannel1 enum will resolve to this channel and our sweep test will only pick up collisions with objects that have set BMCharacter to be their collision type.

Open the FPCharacter blueprint now and select...

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