Preface
xv
Chapter 8, Handling Collisions, discusses the engine’s collision system and its congurations for game
interactions. To handle collision events – attack hits and projectile hits, for example – you will learn
how to congure actor colliders and triggers. Using ray casts to check whether a projectile hits the
target is also introduced in this chapter.
Chapter 9, Improving C++ Code Quality, presents how to employ soware engineering practices during
code refactoring and renement. is chapter implements class generalization, caching, and pooling
methods to improve the game code’s quality and performance.
Chapter 10, Making Pangaea a Network Multiplayer Game, starts by introducing the fundamental
concepts related to multiplayer games, including servers, clients, and multiplayer modes. You will
be guided step by step through converting the single-player Pangaea game into a multiplayer game.
Chapter 11, Controlling the Game Flow, intends to make Pangaea a complete multiplayer game, which
has a main menu as the lobby, so that players can decide whether they want to start a host or join
a game session. C++ and Blueprint scripting skills for user interface operations are also revealed in
this chapter.
Chapter 12, Polishing and Packaging the Game, provides resources, methods, and suggestions on how to
polish games from both visual experience and product quality aspects. is chapter also provides steps
for conguring and packaging the Pangaea project to be an executable standalone game for distribution.
To get the most out of this book
You will need to have knowledge and experience in using Unreal Engine. Basic Blueprint scripting
knowledge is also required prior to reading this book.
Soware/hardware covered in the book Operating system requirements
Unreal Engine 5.0 and up Microso Windows 10 and up
Microso Visual Studio 2002 with the C++ compiler
If you conduct experiments with the samples on systems other than Microso Windows, such as
macOS, please keep in mind that there may be user interface and conguration dierences that may
not be addressed in this book.
If you are using the digital version of this book, we advise you to type the code yourself or access
the code from the book’s GitHub repository (a link is available in the next section). Doing so will
help you avoid any potential errors related to the copying and pasting of code.
Download the example code files
You can download the example code les for this book from GitHub at https://github.com/
PacktPublishing/Unreal-Engine-5-Game-Development-with-C-Scripting.
If there’s an update to the code, it will be updated in the GitHub repository.