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Unreal Engine: Game Development from A to Z
book

Unreal Engine: Game Development from A to Z

by Joanna Lee, John P. Doran, Nitish Misra
August 2016
Beginner to intermediate
837 pages
17h 27m
English
Packt Publishing
Content preview from Unreal Engine: Game Development from A to Z

Chapter 9. C++ Programming – Gameplay

In this chapter, we'll cover the following recipes:

  • Setting up your development environment
  • Displaying text during runtime
  • Networking 101 – creating collectables with networking
  • Saving or loading games and keyboard input with C++
  • Creating custom blueprint nodes

Introduction

So far, we've been using blueprints in order to generate gameplay. This has been great and has worked well, but one of the main advantages that Unreal has over its competition, such as Unity and Cry Engine, is the fact that you can get access to the full source code of the engine and rework it to fit exactly what you're looking for.

It would be quite easy for me to write an entire book just about programming, and within these few pages, I can't ...

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Publisher Resources

ISBN: 9781787123281