In this course, you will learn intermediate concepts in Unreal Engine 4 C++ programming. You will be exposed to Unreal Engine 4 event handling, class communications, input systems, and other concepts by utilizing the C++ programming language in UE4. UE4 is among the most comprehensive and advanced game engines on the market. Along with the C++ programming language, this title will enable you to implement efficient games with unparalleled performance. This title is structured to cover intermediate concepts in UE4 game programming to further explore how actors and classes communicate, events are handled in the engine, and interactivity can be implemented using the UE4's collision and input system.
About the Author
Dr. Alireza Tavakkoli is an Associate Professor of Computer Science at the University of Houston-Victoria. He is the director of the Digital Gaming and Simulation program. He is also the founding director of the Computation and Advanced Visualization Engineering Laboratory. His research interests include Visual Computing and Visualization, Artificial Intelligence and Machine Learning, Virtual Reality for Telepresence and Telerobotics, and high-performance computing. During his tenure at the university, Dr. Tavakkoli has taught graduate and undergraduate courses in Computer Science and Gaming, including, Advanced Level Design, Game Engines Programming, Gaming Network Architecture, Artificial Intelligence, Parallel Computing, and Theory of Computation.
Learn how to utilize delegates.
Implement delegates to invoke events from objects when certain conditions are met.
Learn how to implement custom events and to invoke them when certain conditions are met.
Learn about axis and action mapping and implement an action mapping to toggle player’s pick up mode.
Understanding how collision system works in UE4.
Learn how to implement a collision component in UE4.
Learn how to implement the functionality which makes the player capable of picking up magic pills on collision.
Making the Interface Exposed to Unreal Engine’s Blueprint Editor.
Create an Event in the UInterface Class and call the functionality on actors that implement the interface.
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