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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

Cleaning up shop


We left off with our Barrel Hopper project, having just implemented some respawning logic. In its current state our project is a basic prototype at best. During the course of this chapter we will be refining our previous implementations as well as adding new layers of polish via the inclusion of animation and sound effects. However, before we do this, we should clean up the functionality we already have in place.

As it is now, when our player dies we leave nothing in charge of the main camera. You may have noticed that, upon player collision with a barrel, the camera will disjoint and show a default view of the world's origin. We need to append to the functionality we created as an event delegate so that, when our player is destroyed, the game mode creates a new camera and sets it as our main view target. We can then interpolate from this new camera to our Player camera upon respawn to create a nice, clean respawn effect. Before we do this, I think now is a great time to...

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