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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 Gladiator header (.h) file


Now let's jump back to the header file again, and let's start adding some more functions and variables to it so we can start building gameplay logic for the character and make something that fits our target.

Considering that a class based on FTableRowBase and called AGameDataTables will be used later to read the gameplay data from Excel tables; here is the header file code I ended up with.

To make it easier to understand the code, I would like to breakdown all the variable components and methods into a set of chunks; that way it will be very easy to understand them.

Everything starts with the includes, just like any form of C++ coding you are used to making, including the header files that are going to be used or referenced and must be done at the top of the code.

#pragma once
#include "GameDataTables.h"
#include "GameFramework/Character.h"
#include "Gladiator.generated.h"

Defining the class itself is essentially a step directly after the include statements.

UCLASS...
You have been reading a chapter from
Mastering Unreal Engine 4.X
Published in: Jun 2016
Publisher: Packt
ISBN-13: 9781785883569
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