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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (22) Chapters Close

Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
1. Preparing for a Big Project FREE CHAPTER 2. Setting Up Your Warrior 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

Creating a data structure


So, now you've created the data table, and imported it into Unreal, but we still can't make sure of it, or in other words, the importing process is lacking a data structure, which made it only half import the process. Well, an unsuccessful one!

While there are always different paths to create things, Unreal follows the same rule. As I've mentioned earlier, we are going to learn how to do that process for C++ and blueprint. Well then, there are two ways to create data structures, and any fits any. Which means you can make:

  • A blueprint data structure that is used within blueprint logic

  • A blueprint data structure that is used within C++ code

  • A C++ data structure that is used within C++ code

  • A C++ data structure that is used within blueprint logic

What a variation we have!

But usually, I like to keep things familiar, so I use the blueprint-based data structures in case my game logic is blueprint based. And of course, the C++ based data structures used with the game logic based...

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