Distributed Programming

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1 Distributed Programming Lecture 04 - Introduction to Unreal Engine and C++ Programming Edirlei Soares de Lima <edirlei.lima@universidadeeuropeia.pt>

2 Editor Unity vs. Unreal Recommended reading: Unreal Engine 4 For Unity Developers

3 Glossary Unity vs. Unreal Category Unity Unreal Engine Component Component Gameplay Types GameObject Actor, Pawn Prefab Blueprint Class Hierarchy Panel World Outliner Editor UI Inspector Details Panel Project Browser Content Browser Scene View Viewport Meshes Mesh Static Mesh Skinned Mesh Skeletal Mesh Materials Shader Material Material Material Instance

4 Glossary Unity and Unreal Category Unity Unreal Engine Effects Particle Effect Effect, Particle, Cascade Game UI UI UMG Animation Animation Skeletal Animation System 2D Sprite Editor Paper2D Programming C# C++ Script Blueprint Physics Raycast Line Trace, Shape Trace Rigid Body Collision, Physics

5 Unreal Engine Main Classes

6 Unreal Engine Main Classes UObject AActor UActorComponent AController ALight APawn AGameModeBase USceneComponent AAIController APlayerController ADirectionalLight ACharacter UCameraComponent

7 Concept: a game where the player must collect all coins and then go to specific location to complete the level. Gameplay elements: Player character (walk and jump); Collectible coins: after collecting all coins, the player must go the level complete area to finish the level. Enemies (zombies): patrol the level and attack the player. If the enemy touches the player, is game over; GUI messages: number of collected coins, game over, and level completed messages;

8 Create a new C++ Third Person Project:

9 Base project: Next step: create a collectible item (a coin).

10 Low poly coin model: Importing the FBX model: drag and drop Import Uniform Scale = 100.0

11 Create a new C++ class: CollectibleCoin

12 CollectibleCoin.h #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "CollectibleCoin.generated.h" UCLASS() class MYFIRSTGAME_API ACollectibleCoin : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties ACollectibleCoin(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: ; // Called every frame virtual void Tick(float DeltaTime) override;

13 CollectibleCoin.cpp #include "CollectibleCoin.h" // Sets default values ACollectibleCoin::ACollectibleCoin() { // Set this actor to call Tick() every frame. PrimaryActorTick.bCanEverTick = true; // Called when the game starts or when spawned void ACollectibleCoin::BeginPlay() { Super::BeginPlay(); // Called every frame void ACollectibleCoin::Tick(float DeltaTime) { Super::Tick(DeltaTime);

14 Next step: define the structure of the collectible coin: CollectibleCoin.h #include "Components/SphereComponent.h" #include "CollectibleCoin.generated.h" protected: UPROPERTY(VisibleAnywhere, Category = "Components") UStaticMeshComponent* MeshComponent; UPROPERTY(VisibleAnywhere, Category = "Components") USphereComponent* SphereComponent; virtual void BeginPlay() override;

15 Next step: define the structure of the collectible coin: CollectibleCoin.cpp ACollectibleCoin::ACollectibleCoin() { PrimaryActorTick.bCanEverTick = true; MeshComponent = CreateDefaultSubobject<UStaticMeshComponent> ("Mesh Component"); RootComponent = MeshComponent; SphereComponent = CreateDefaultSubobject<USphereComponent> ("Sphere Component"); SphereComponent->SetupAttachment(MeshComponent);

16 Next step: create a Blueprint Class for the collectible coin:

17 In the Blueprint editor, select the mesh of the coin: Then, compile the blueprint and place it in the level.

18 Rotating the coin in the game: CollectibleCoin.h public: UPROPERTY(EditAnywhere, Category = "Gameplay") float RotationSpeed; CollectibleCoin.cpp void ACollectibleCoin::Tick(float DeltaTime) { Super::Tick(DeltaTime); AddActorLocalRotation(FRotator(RotationSpeed * DeltaTime, 0, 0));

19 Destroying the coin when the player collides: CollectibleCoin.h public: virtual void NotifyActorBeginOverlap(AActor* OtherActor) override; CollectibleCoin.cpp void ACollectibleCoin::NotifyActorBeginOverlap(AActor* OtherActor) { Super::NotifyActorBeginOverlap(OtherActor); Destroy(this);

20 Setup the collision properties in the blueprint: MeshComponent: SphereComponent:

21 UProperty Specifiers Property Tag VisibleAnywhere EditAnywhere EditDefaultsOnly BlueprintReadOnly BlueprintReadWrite EditInstanceOnly Effect Indicates that this property is visible in all property windows, but cannot be edited. Indicates that this property can be edited by property windows, on archetypes and instances. Indicates that this property can be edited by property windows, but only on archetypes. This property can be read by Blueprints, but not modified. This property can be read or written from a Blueprint. Indicates that this property can be edited by property windows, but only on instances, not on archetypes.

22 UFunction Specifiers Function Specifier BlueprintCallable BlueprintImplementableEvent BlueprintNativeEvent CallInEditor ServiceRequest ServiceResponse Effect The function can be executed in a Blueprint or Level Blueprint graph. The function can be implemented in a Blueprint or Level Blueprint graph. The function is designed to be overridden by a Blueprint, but also has a default native implementation. The function can be called in the Editor on selected instances via a button in the Details Panel. The function is an RPC (Remote Procedure Call) service request. This function is an RPC service response.

23 Spawning a particle system when the player collects the coin: CollectibleCoin.h protected: UPROPERTY(EditDefaultsOnly, Category = "Effects") UParticleSystem* CollectEffects; void PlayEffects();

24 Spawning a particle system when the player collects the coin: #include "Kismet/GameplayStatics.h" CollectibleCoin.cpp void ACollectibleCoin::NotifyActorBeginOverlap(AActor* OtherActor) { Super::NotifyActorBeginOverlap(OtherActor); PlayEffects(); Destroy(this); void ACollectibleCoin::PlayEffects() { UGameplayStatics::SpawnEmitterAtLocation(this, CollectEffects, GetActorLocation());

25 Counting the number of collected coins: MyFirstGameCharacter.h public: void AddCoin(); protected: UPROPERTY(BlueprintReadOnly, Category = "Gameplay") int TotalCoins; void AMyFirstGameCharacter::AddCoin() { TotalCoins++; MyFirstGameCharacter.cpp

26 Counting the number of collected coins: CollectibleCoin.cpp void ACollectibleCoin::NotifyActorBeginOverlap(AActor* OtherActor) { Super::NotifyActorBeginOverlap(OtherActor); AMyFirstGameCharacter* character = Cast<AMyFirstGameCharacter> (OtherActor); if (character) { character->addcoin(); PlayEffects(); Destroy(this);

27 Quick way to see the result: blueprint

28 Quick way to see the result: C++ code void AMyFirstGameCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); if (GEngine) { GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Blue, FString::Printf(TEXT("Total Coins: %d"), TotalCoins));

29 Quick way to see the result: C++ code for console debug void AMyFirstGameCharacter::AddCoin() { TotalCoins++; UE_LOG(LogTemp, Log, TEXT("Total Coins: %d"), TotalCoins);

30 Displaying the information in the game UI with a Widget Blueprint: 1. First, show total number of coins collected by the player; 2. After collecting all coins in the level, show the message All coins collected!!!. Step 1: create a Widget Blueprint

31 Step 2: instantiate the Widget Blueprint in the BeginPlay event of the ThirdPersonCharacter blueprint.

32 Step 3: create a method to count the number of coins in the level (Game Mode class) and a variable to store the information. private: MyFirstGameGameMode.h int CountCoinsInLevel(); protected: UPROPERTY(BlueprintReadOnly, Category = "Gameplay") int TotalLevelCoins; AMyFirstGameGameMode::AMyFirstGameGameMode(){ MyFirstGameGameMode.cpp TotalLevelCoins = CountCoinsInLevel(); int AMyFirstGameGameMode::CountCoinsInLevel(){ TArray<AActor*> FoundCoins; UGameplayStatics::GetAllActorsOfClass(GetWorld(), ACollectibleCoin::StaticClass(), FoundCoins); return FoundCoins.Num();

33 Step 4: bind the text value and create the Widget Blueprint logic.

34 Level complete area: alter collecting all coins, the player can go to this area to complete the level. LevelCompleteArea.h UCLASS() class MYFIRSTGAME_API ALevelCompleteArea : public AActor { protected: UPROPERTY(VisibleAnywhere, Category = "Components") class UBoxComponent* BoxComponent; UFUNCTION() void HandleBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bfromsweep, const FHitResult & SweepResult); ;

35 Level complete area: alter collecting all coins, the player can go to this area to complete the level. ALevelCompleteArea::ALevelCompleteArea() { BoxComponent = CreateDefaultSubobject<UBoxComponent>("BoxComponent"); BoxComponent->SetBoxExtent(FVector(200.0f, 200.0f, 200.0f)); BoxComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly); BoxComponent->SetCollisionResponseToAllChannels(ECR_Ignore); BoxComponent->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap); RootComponent = BoxComponent; LevelCompleteArea.cpp BoxComponent->OnComponentBeginOverlap.AddDynamic(this, &ALevelCompleteArea::HandleBeginOverlap);

36 Level complete area: alter collecting all coins, the player can go to this area to complete the level. LevelCompleteArea.cpp void ALevelCompleteArea::HandleBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bfromsweep, const FHitResult & SweepResult){ AMyFirstGameCharacter* character = Cast<AMyFirstGameCharacter> (OtherActor); AMyFirstGameGameMode* gamemode = Cast<AMyFirstGameGameMode> (GetWorld()->GetAuthGameMode()); if ((character)&& (gamemode)){ if (character->gettotalcoins() == gamemode->gettotallevelcoins()){ gamemode->completelevel(character, true);

37 Level complete area: alter collecting all coins, the player can go to this area to complete the level. public: MyFirstGameGameMode.h FORCEINLINE int GetTotalLevelCoins() const {return TotalLevelCoins; void CompleteLevel(APawn* character, bool succeeded); UFUNCTION(BlueprintImplementableEvent, Category = "GameMode") void OnLevelCompleted(APawn* character, bool succeeded); MyFirstGameGameMode.cpp void AMyFirstGameGameMode::CompleteLevel(APawn* character, bool succeeded){ if (character){ character->disableinput(nullptr); OnLevelCompleted(character, succeeded);

38 Level complete area: alter collecting all coins, the player can go to this area to complete the level. 1. Create a Widget Blueprint with a Level Completed! message;

39 Level complete area: alter collecting all coins, the player can go to this area to complete the level. 2. In the Widget, create a new boolean variable to represent succeeded value and a blueprint to bind the correct message based on variable value;

40 Level complete area: alter collecting all coins, the player can go to this area to complete the level. 3. Create a Blueprint for the Game Mode and instantiate the Widget in the LevelCompleted event;

41 Level complete area: if the player goes to the level complete area without collecting all coins, a sound notification is played. protected: LevelCompleteArea.h UPROPERTY(EditDefaultsOnly, Category = "Sounds") USoundBase* LevelNotCompletedSound; void ALevelCompleteArea::HandleBeginOverlap(){ LevelCompleteArea.cpp if ((character)&& (gamemode)){ if (character->gettotalcoins() == gamemode->gettotallevelcoins()){ gamemode->completelevel(character, true); else{ UGameplayStatics::PlaySound2D(this, LevelNotCompletedSound);

42 Moving the camera to a spectator viewpoint location after completing the level: 1. Create a blueprint class with a camera (actor class); 2. Place the camera in the spectator viewpoint location;

43 3. Move the camera to the spectator viewpoint: Blueprint solution

44 3. Move the camera to the spectator viewpoint: C++ solution protected: MyFirstGameGameMode.h UPROPERTY(EditDefaultsOnly, Category = "Gameplay") TSubclassOf<AActor> SpectatorViewpointClass; void AMyFirstGameGameMode::CompleteLevel(APawn* character, bool succeeded)){ if (character){ MyFirstGameGameMode.cpp character->disableinput(nullptr); TArray<AActor*> foundviewpoints; UGameplayStatics::GetAllActorsOfClass(GetWorld(), SpectatorViewpointClass, foundviewpoints); if (foundviewpoints.num() > 0){ APlayerController* pcontroller = Cast<APlayerController> (character->getcontroller()); if (pcontroller) pcontroller->setviewtargetwithblend(foundviewpoints[0], 0.8f); OnLevelCompleted(character, true);

45 Next step: create an enemy with AI that walks between waypoints. When the enemy sees the player, he follows and attacks the player. Create new C++ class for the enemy: base class Character Download and import the enemy model:

46 Next step: create an enemy with AI. Create and setup a blueprint for the new C++ enemy class:

47 Next step: create an enemy with AI. Add a Nav Mesh Bounds Volume and resize it so that it fits all of the walkable space in the level:

48 Next step: create an enemy with AI. Place some waypoints (Target Point) in the level:

49 Next step: create an enemy with AI. EnemyCharacter.h protected: TArray<AActor*> Waypoints; class AAIController* AIController; TScriptDelegate<FWeakObjectPtr> MovementCompleteDelegate; class ATargetPoint* GetRandomWaypoint(); UFUNCTION() void AIMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type Result);

50 Next step: create an enemy with AI. #include "Engine/TargetPoint.h" #include "AIController.h" EnemyCharacter.cpp void AEnemyCharacter::BeginPlay() { Super::BeginPlay(); UGameplayStatics::GetAllActorsOfClass(GetWorld(), ATargetPoint::StaticClass(), Waypoints); AIController = Cast<AAIController>(GetController()); this->busecontrollerrotationyaw = false; if ((Waypoints.Num() > 0)&&(AIController)){ MovementCompleteDelegate.BindUFunction(this, "AIMoveCompleted"); AIController->ReceiveMoveCompleted.Add(MovementCompleteDelegate); AIController->MoveToActor(GetRandomWaypoint());

51 Next step: create an enemy with AI. EnemyCharacter.cpp ATargetPoint* AEnemyCharacter::GetRandomWaypoint() { int index = FMath::RandRange(0, Waypoints.Num() - 1); return Cast<ATargetPoint>(Waypoints[index]); void AEnemyCharacter::AIMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type Result){ if (Result == EPathFollowingResult::Success) { if ((Waypoints.Num() > 0) && (AIController)) { AIController->MoveToActor(GetRandomWaypoint());

52 Next step: create an enemy with AI. Adjust max speed and rotation settings in the CharacterMovement component:

53 Next step: create an enemy with AI. Add a SensingComponent to allow the enemy to see the player: protected: EnemyCharacter.h UPROPERTY(VisibleAnywhere, Category = "Components") class UPawnSensingComponent* SensingComponent; AActor* target; UFUNCTION() void SeePlayer(APawn *pawn);

54 Next step: create an enemy with AI. Add a SensingComponent to allow the enemy to see the player: AEnemyCharacter::AEnemyCharacter() EnemyCharacter.cpp { SensingComponent = CreateDefaultSubobject<UPawnSensingComponent> ("SensingComponent"); SensingComponent->OnSeePawn.AddDynamic(this, &AEnemyCharacter::SeePlayer); SensingComponent->SetSensingUpdatesEnabled(true); void AEnemyCharacter::SeePlayer(APawn *pawn) { if ((pawn) && (AIController) && (!target)) { target = pawn; this->getmesh()->globalanimratescale = 2.5f; this->getcharactermovement()->maxwalkspeed = 150.0f; AIController->MoveToActor(pawn);

55 Next step: create an enemy with AI. Add a SensingComponent to allow the enemy to see the player: EnemyCharacter.cpp void AEnemyCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); if (target) { if (FVector::Dist(GetActorLocation(), target->getactorlocation()) > SensingComponent->SightRadius) { this->getmesh()->globalanimratescale = 1.0f; this->getcharactermovement()->maxwalkspeed = 50; target = nullptr; AIController->MoveToActor(GetRandomWaypoint());

56 Next step: create an enemy with AI. Adjust the sight properties in the enemy blueprint:

57 Next step: create an enemy with AI. If the enemy gets to the player position, show the game over message: void AEnemyCharacter::AIMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type Result){ if (Result == EPathFollowingResult::Success){ if (target){ AMyFirstGameCharacter* character = Cast<AMyFirstGameCharacter> (target); AMyFirstGameGameMode* gamemode = Cast<AMyFirstGameGameMode> (GetWorld()->GetAuthGameMode()); if ((character) && (gamemode)){ gamemode->completelevel(character, false); target = nullptr; if ((Waypoints.Num() > 0) && (AIController)){ AIController->MoveToActor(GetRandomWaypoint());

58 Next step: create an enemy with AI. If the player collides with the enemy, the enemy follows him: UFUNCTION() EnemyCharacter.h void EnemyComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit); void AEnemyCharacter::BeginPlay(){ EnemyCharacter.cpp Super::BeginPlay(); GetCapsuleComponent()->OnComponentHit.AddDynamic(this, &AEnemyCharacter::EnemyComponentHit); void AEnemyCharacter::EnemyComponentHit() { SeePlayer(Cast<APawn>(OtherActor));

59 Exercise 1 1) Finish the implementation of the game and balance the gameplay. a) Add more coins to the level; b) Add more enemies to the level; c) Add more waypoints to the level; d) Adjust the position of the coins, enemies and waypoints; e) Balance the speed of the enemies according to the speed of the player; f) Make the game more challenging and fun to play!

60 Further Reading Carnall, B. (2016). Unreal Engine 4.X By Example. Packt Publishing. ISBN: Web Resources: Introduction to C++ Programming in UE4 - Coding Standard - US/Programming/Development/CodingStandard Gameplay Programming -

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