Files
UnrealEngineUWP/Engine/Documentation/Source/Gameplay/Gameplay.INT.udn
T
Jeff Wilson 83324a30cf #UE4 Docs: linked gameplay tools pages
- updated sidebar

[CL 2602708 by Jeff Wilson in Main branch]
2015-06-26 15:01:24 -04:00

157 lines
5.2 KiB
Plaintext

Title: Gameplay Guide
Crumbs:%ROOT%
Description:Overviews and examples of gameplay functionality for programmers and visual scripters.
Availability:Public
[VAR:Params]
[PARAM:image]
![](%ROOT%/placeholder_topic.png)
[/PARAM]
[PARAM:icon]
![](%ROOT%/gameplay_icon.png)(convert:false)
[/PARAM]
[PARAM:title]
%Gameplay:title%
[/PARAM]
[PARAM:description]
%Gameplay:description%
[/PARAM]
[PARAM:path]
[RELATIVE:Gameplay]
[/PARAM]
[/VAR]
[VAR:Topic]
[OBJECT:Topic]
%params%
[/OBJECT]
[/VAR]
[VAR:TopicCompact]
[OBJECT:TopicCompact]
%params%
[/OBJECT]
[/VAR]
[VAR:Role]
[OBJECT:Role]
%params%
[PARAMLITERAL:id]
gameplay
[/PARAMLITERAL]
[/OBJECT]
[/VAR]
[OBJECT:TopicButtonList]
[PARAM:icon]
![](%ROOT%/gameplay_icon.png)(convert:false)
[/PARAM]
[PARAM:title]
Basic Gameplay Concepts
[/PARAM]
[PARAM:description]
These pages will introduce you to key Unreal terms. To add new types of gameplay objects, you will generally create a new class.
A class is a template, or collection of rules, for your new object, so that you can create as many copies as you need, each containing
properties and behavior that you set in the template.
[/PARAM]
[PARAM:links]
* [](Gameplay/UnrealTerminology "%Gameplay/UnrealTerminology:description%")
* [](Gameplay/ClassCreation "%Gameplay/ClassCreation:description%")
[/PARAM]
[/OBJECT]
[OBJECT:TopicButtonList]
[PARAM:icon]
![](%ROOT%/gameplay_icon.png)(convert:false)
[/PARAM]
[PARAM:title]
Framework
[/PARAM]
[PARAM:description]
In Unreal Engine 4, there are a number of classes that come with preset behavior to help you get started with your game. Read more
about these building blocks and how they work together in the framework overview or quick reference, or jump straight to a particular
class page for more information.
[/PARAM]
[PARAM:links]
* [Framework Overview](Gameplay/Framework "%Gameplay/Framework:description%")
* [Quick Reference](Gameplay/Framework/QuickReference "%Gameplay/Framework/QuickReference:description%")
* [](Gameplay/Framework/Pawn "%Gameplay/Framework/Pawn:description%")
* [](Gameplay/Framework/Controller "%Gameplay/Framework/Controller:description%")
* [](Gameplay/Framework/GameMode "%Gameplay/Framework/GameMode:description%")
* [](Gameplay/Framework/Camera "%Gameplay/Framework/Camera:description%")
[/PARAM]
[/OBJECT]
[OBJECT:TopicButtonList]
[PARAM:icon]
![](%ROOT%/gameplay_icon.png)(convert:false)
[/PARAM]
[PARAM:title]
Gameplay Elements
[/PARAM]
[PARAM:description]
Although each game may have different characters, rules, and visual styles, there are some core elements that are more universal.
From input to saving, find overviews of these topics and example setups in C++ and/or Blueprints here.
[/PARAM]
[PARAM:links]
* [](Gameplay/Input "%Gameplay/Input:description%")
* [](Gameplay/Networking "%Gameplay/Networking:description%")
* [](Gameplay/SaveGame "%Gameplay/SaveGame:description%")
* [](Gameplay/DataDriven "%Gameplay/DataDriven:description%")
* [](Gameplay/AI "%Gameplay/AI:description%")
* [](Gameplay/Localization "%Gameplay/Localization:description%")
* [](Gameplay/Analytics "%Gameplay/Analytics:description%")
[/PARAM]
[/OBJECT]
[OBJECT:TopicButtonList]
[PARAM:icon]
![](%ROOT%/profile_icon.png)(convert:false)
[/PARAM]
[PARAM:title]
Gameplay Tools
[/PARAM]
[PARAM:description]
[/PARAM]
[PARAM:links]
* [](Gameplay/Tools/GameplayDebugger "%Gameplay/Tools/GameplayDebugger:description%")
* [](Gameplay/Tools/NetworkProfiler "%Gameplay/Tools/NetworkProfiler:description%")
* [](Gameplay/Tools/VisualLogger "%Gameplay/Tools/VisualLogger:description%")
[/PARAM]
[/OBJECT]
[OBJECT:TopicButtonList]
[PARAM:icon]
![](%ROOT%/gameplay_icon.png)(convert:false)
[/PARAM]
[PARAM:title]
Gameplay How To's
[/PARAM]
[PARAM:description]
This section provides step-by-step instructions on how to generate some of the most common gameplay scenarios.
Whether it is how to spawn enemies or pick-ups in your game, change camera angles, or set up player inputs; these pages provide example setups for you in both Blueprints and C++.
[/PARAM]
[PARAM:links]
* [Spawning/Destroying Actors](Gameplay\HowTo\SpawnAndDestroyActors)
* [Respawning (OnDestroyed)](Gameplay\HowTo\RespawnPlayer)
* [Possessing Pawns](Gameplay\HowTo\PossessPawns)
* [Using Raycasts (Tracing)](Gameplay\HowTo\UseRaycasts)
* [Referencing Actors](Gameplay\HowTo\ReferenceAssets)
* [Using Timers](Gameplay\HowTo\UseTimers)
* [Setting Up a Game Mode](Gameplay\HowTo\SettingUpAGameMode)
* [Setting Up Player Input](Gameplay\HowTo\SetUpInput)
* [Setting Up Input on an Actor](Gameplay\HowTo\ActorInput)
* [Setting Up Character Movement](Gameplay\HowTo\CharacterMovement)
* [Finding Actors in your Scene](Gameplay\HowTo\FindingActors)
* [Using Cameras](Gameplay\HowTo\UsingCameras)
* [Adding Components](Gameplay\HowTo\AddingComponents)
* [Using OnHit Events](Gameplay\HowTo\UseOnHit)
* **Networking**
* [Replicating Actors](Gameplay\HowTo\Networking\ReplicateActor)
* [Replicating Functions](Gameplay\HowTo\Networking\ReplicateFunction)
* [Replicating Variables](Gameplay\HowTo\Networking\ReplicateVariable)
* [Testing Multiplayer](Gameplay\HowTo\Networking\TestMultiplayer)
[/PARAM]
[/OBJECT]