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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

Connecting the UI with the game logic


Now, though we have UI widgets being built, we still can't see anything when we hit Play, simply because the UI widget needs to be spawned to the player. Its content needs to be connected to some logic in order to change the health bar value or to change the collected coins count.

In order to be able to go ahead, we have to make sure of a few things. Visual Studio will not allow us to write anything related to UMG without having things set up beforehand. So within the Bellz.h header file of the game, make sure that we are using the engine itself, not the minimal version of it.

#ifndef __PUREGAME_H__
#define __PUREGAME_H__

//I replaced the EngineMinimal.h, in order to get access to lots of other things...Mainly was to enable the on screen debugging messages! 
//#include "EngineMinimal.h"
#include "Engine.h"

#endif

Now, there is one more step to go. Inside the Bellz.Build.cs file, where we enabled some modules and where we enabled the AI and Paper 2d, let...

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