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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

Preparing the ANSCharacter blueprint


Ok, now that we have our character's base code set up, we can modify the blueprint abstraction of the ANSCharacter class to meet our requirements. During this section of the book, we will be creating all of the engine-side assets that we need for our ANSCharacter Blueprint. This includes the force feedback asset, adding a socket to the 3rd person skeletal mesh, creating the custom collision channel, and I will also show you the vector parameter we are changing from within ANSCharacter::SetTeam().

Start by importing the BulletParticle.uasset included with this book. You can do this by either using the in-editor import options or copy and pasting the file into the NS content folder directory. Unfortunately, there is not enough time in this book to cover the creation of particle effects as it is a very in-depth and complex topic. If you wish to learn more about creating particle systems with the UE4 particle editor, go to https://docs.unrealengine.com/latest...

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