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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 our Character


We are going to be creating our first UE Character. To construct our character, we will create a new Blueprint that inherits from the UE4 UCharacter class. UCharacters are designed to be possessed and controlled by various controllers while utilizing UE character movement and physics backend. As UCharacter is at the bottom of the UObject hierarchy, it is the most developed of the objects, inheriting all of the parent object's public or protected functionality. The relationship between UCharacters and the engine will be described in more detail in Chapter 4, Unreal Engine, C++, and You.

Before we create the character, we need to set up our file hierarchy in the Content Browser so that our assets are organized in a logical manner. To create folders simply right-click on the folder hierarchy on the left-hand side of the Content Browser panel and select New Folder. Create a folder now titled Barrel_Hopper, and within that folder, create one titled Character. Every time...

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