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- updated sidebar [CL 2602708 by Jeff Wilson in Main branch]
157 lines
5.2 KiB
Plaintext
157 lines
5.2 KiB
Plaintext
Title: Gameplay Guide
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Description:Overviews and examples of gameplay functionality for programmers and visual scripters.
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Availability:Public
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gameplay
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Basic Gameplay Concepts
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These pages will introduce you to key Unreal terms. To add new types of gameplay objects, you will generally create a new class.
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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
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properties and behavior that you set in the template.
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* [](Gameplay/UnrealTerminology "%Gameplay/UnrealTerminology:description%")
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* [](Gameplay/ClassCreation "%Gameplay/ClassCreation:description%")
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Framework
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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
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about these building blocks and how they work together in the framework overview or quick reference, or jump straight to a particular
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class page for more information.
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* [Framework Overview](Gameplay/Framework "%Gameplay/Framework:description%")
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* [Quick Reference](Gameplay/Framework/QuickReference "%Gameplay/Framework/QuickReference:description%")
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* [](Gameplay/Framework/Pawn "%Gameplay/Framework/Pawn:description%")
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* [](Gameplay/Framework/Controller "%Gameplay/Framework/Controller:description%")
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* [](Gameplay/Framework/GameMode "%Gameplay/Framework/GameMode:description%")
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* [](Gameplay/Framework/Camera "%Gameplay/Framework/Camera:description%")
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Gameplay Elements
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Although each game may have different characters, rules, and visual styles, there are some core elements that are more universal.
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From input to saving, find overviews of these topics and example setups in C++ and/or Blueprints here.
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* [](Gameplay/Input "%Gameplay/Input:description%")
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* [](Gameplay/Networking "%Gameplay/Networking:description%")
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* [](Gameplay/SaveGame "%Gameplay/SaveGame:description%")
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* [](Gameplay/DataDriven "%Gameplay/DataDriven:description%")
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* [](Gameplay/AI "%Gameplay/AI:description%")
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* [](Gameplay/Localization "%Gameplay/Localization:description%")
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* [](Gameplay/Analytics "%Gameplay/Analytics:description%")
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Gameplay Tools
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* [](Gameplay/Tools/GameplayDebugger "%Gameplay/Tools/GameplayDebugger:description%")
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* [](Gameplay/Tools/NetworkProfiler "%Gameplay/Tools/NetworkProfiler:description%")
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* [](Gameplay/Tools/VisualLogger "%Gameplay/Tools/VisualLogger:description%")
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Gameplay How To's
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This section provides step-by-step instructions on how to generate some of the most common gameplay scenarios.
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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++.
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* [Spawning/Destroying Actors](Gameplay\HowTo\SpawnAndDestroyActors)
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* [Respawning (OnDestroyed)](Gameplay\HowTo\RespawnPlayer)
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* [Possessing Pawns](Gameplay\HowTo\PossessPawns)
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* [Using Raycasts (Tracing)](Gameplay\HowTo\UseRaycasts)
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* [Referencing Actors](Gameplay\HowTo\ReferenceAssets)
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* [Using Timers](Gameplay\HowTo\UseTimers)
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* [Setting Up a Game Mode](Gameplay\HowTo\SettingUpAGameMode)
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* [Setting Up Player Input](Gameplay\HowTo\SetUpInput)
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* [Setting Up Input on an Actor](Gameplay\HowTo\ActorInput)
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* [Setting Up Character Movement](Gameplay\HowTo\CharacterMovement)
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* [Finding Actors in your Scene](Gameplay\HowTo\FindingActors)
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* [Using Cameras](Gameplay\HowTo\UsingCameras)
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* [Adding Components](Gameplay\HowTo\AddingComponents)
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* [Using OnHit Events](Gameplay\HowTo\UseOnHit)
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* **Networking**
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* [Replicating Actors](Gameplay\HowTo\Networking\ReplicateActor)
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* [Replicating Functions](Gameplay\HowTo\Networking\ReplicateFunction)
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* [Replicating Variables](Gameplay\HowTo\Networking\ReplicateVariable)
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* [Testing Multiplayer](Gameplay\HowTo\Networking\TestMultiplayer)
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