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Unreal Engine Game Development Cookbook

You're reading from   Unreal Engine Game Development Cookbook Over 40 recipes to accelerate the process of learning game design and solving development problems using Unreal Engine

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Product type Paperback
Published in Oct 2015
Publisher
ISBN-13 9781784398163
Length 326 pages
Edition 1st Edition
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Table of Contents (18) Chapters Close

Unreal Engine Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Acquainted with the UE4 Interface FREE CHAPTER 2. Level Design – Building Out Levels or Greyboxing 3. Creating Quality Interior Environments 4. Building the Great Outdoors – Exterior Environments 5. Lights, Camera, Action – Cinematics 6. Lighting and Shadows 7. Art Pipeline – Working with Materials 8. Blueprint Scripting – Level Effects 9. C++ Programming – Gameplay 10. User Interface 11. Publishing and Deployment Index

Adding life to static meshes


Though it is nice having a level with a lot of static meshes (this is by default), they don't move at all (hence, they are called static). Static meshes are used for efficiency's sake, but there comes a time where you want the player to be able to interact with those objects, such as moving crates or shooting at things.

Getting ready

This recipe assumes that you have the example project and the level I provided (MeshingAnExampleMap) opened.

How to do it…

With that in mind, let's learn how we can breathe some life into our static meshes:

  1. Select a static mesh inside your level, such as the SM_Chair object we have placed in the fireplace.

  2. Once selected, go to the Details tab and under Physics, check Simulate Physics.

  3. Once finished, go in and play the game.

At this point, if you run into the chair or shoot at the object, they will react correctly, according to physics.

Note

You may also want to make a static mesh movable for something such as moving platforms and the like...

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