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Unreal Engine 4 is a professional suite of tools and technologies used for building high-quality games across a range of platforms.
2
votes
1
answer
414
views
Where do I have to put actions when the game state changes
I’ve just started to learn Unreal Engine implementing a clone version of Atari’s Pong game.
I’m thinking about where to put the code to change the state of the game. I have an enum in the GameState cl …
1
vote
1
answer
255
views
Game Mode: call StartPlay when second map is loaded
I've just started to learn Unreal Engine 4.26.2 and C++.
I have two maps: one used only to show the main menu, and another one to play the game (Pong clone).
On my GameMode, which inherits from Game M …
0
votes
0
answers
1k
views
PlaySoundAtLocation plays sound after some delay
I’m developing the Pong game to learn Unreal Engine 4.26 using C++.
I use this code in the class’ constructor to load the sound:
static ConstructorHelpers::FObjectFinder<USoundWave> HitSoundAsset(TEXT …
0
votes
Accepted
Why Query Only fires OnComponentHit? It supposes to fires only Overlap events
These kinds of questions raise little interest here.
I found the answer in the book "Game Development Projects With Unreal Engine: Learn to Build Your First Games and Bring Your Ideas to Life Using UE …
1
vote
1
answer
3k
views
Change Pawn movement speed
I'm newbie in Unreal development and I don't know how to move my pawn faster.
By the way, I'm using Unreal 4.16.
I'm developing Pong game and I have this method to move the pawn:
void AAIPaddle::Mo …
0
votes
1
answer
507
views
Why Query Only fires OnComponentHit? It supposes to fires only Overlap events
I've just started to develop with Unreal Engine 4.26.2 and I've been for five days trying to understand how collision works.
I'm developing a Pong game, and I'm trying to make that the Ball bounces wi …
1
vote
1
answer
730
views
Add inertia to Pawn movement
I've just started to learn Unreal Engine 4.26.2 while developing an Atari Pong clone.
This is how I have implemented the Paddle's movement (but this implementation doesn't accelerate or has inertia):
…
2
votes
1
answer
2k
views
How to pass parameters to a Blueprint function called from C++?
I have found this piece of code showing how to call a blueprint function from C++:
UFUnction* Func = Obj->GetClass()->FindFunction(FName("FuncName"));
if(Func == nullptr){return;}
FStructOnScope …
2
votes
1
answer
3k
views
Using UPawnMovementComponent to control a Pawn with Keyboard sharing code between Pawns
I've just started to learn Unreal and reading the tutorial Components and Collisions I have found that they use the UPawnMovementComponent to control their Pawn.
Before reading this tutorial I have ad …