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Make a 2D platformer in Unreal engine 5 C++

Make a 2D platformer in Unreal engine 5 C++

Welcome! This comprehensive course is designed to guide you through the process of creating an engaging 2D platformer game using the ...

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Creating a 2D platformer in Unreal Engine 5 using C++ can be a rewarding yet challenging project. Unreal Engine 5 is primarily known for its 3D capabilities, but it also supports 2D game development through the Paper2D plugin. In this guide, we'll walk through the essential steps to get you started on building a 2D platformer using C++.

Step 1: Setting Up Your Project

  1. Install Unreal Engine 5: Ensure you have Unreal Engine 5 installed. You can download it from the Epic Games Launcher.

  2. Create a New Project:

    • Open the Unreal Engine 5 editor.
    • Click on "Games" and then "Next."
    • Choose the "Blank" template and click "Next."
    • Select "No Starter Content" to keep the project clean and click "Create."
  3. Enable the Paper2D Plugin:

    • Go to "Edit" -> "Plugins."
    • Search for "Paper2D" and enable it.
    • Restart the editor to apply the changes.

Step 2: Setting Up the Basic Framework

  1. Create a C++ Class for the Game Mode:

    • In the Content Browser, right-click and select "New C++ Class."
    • Choose "GameModeBase" as the parent class.
    • Name it PlatformerGameMode and click "Create Class."
  2. Set the Game Mode:

    • Go to the "Blueprints" folder and create a new "Blueprint Class."
    • Choose "GameModeBase" as the parent class and name it BP_PlatformerGameMode.
    • Open the "World Settings" and set the default GameMode to BP_PlatformerGameMode.

Step 3: Creating the Player Character

  1. Create a C++ Class for the Character:

    • Right-click in the Content Browser and select "New C++ Class."
    • Choose "Character" as the parent class.
    • Name it PlatformerCharacter and click "Create Class."

Get Started

  1. Define the Character Movement:

    • Open PlatformerCharacter.h and add necessary components:

      cpp
      #pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "PlatformerCharacter.generated.h" UCLASS() class PLATFORMER_API APlatformerCharacter : public ACharacter { GENERATED_BODY() public: APlatformerCharacter(); protected: virtual void BeginPlay() override; public: virtual void Tick(float DeltaTime) override; virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; private: void MoveRight(float Value); void JumpStart(); void JumpStop(); };
    • Implement the functions in PlatformerCharacter.cpp:

      cpp
      #include "PlatformerCharacter.h" #include "GameFramework/Actor.h" #include "GameFramework/PlayerController.h" #include "Components/InputComponent.h" APlatformerCharacter::APlatformerCharacter() { PrimaryActorTick.bCanEverTick = true; } void APlatformerCharacter::BeginPlay() { Super::BeginPlay(); } void APlatformerCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); } void APlatformerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAxis("MoveRight", this, &APlatformerCharacter::MoveRight); PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &APlatformerCharacter::JumpStart); PlayerInputComponent->BindAction("Jump", IE_Released, this, &APlatformerCharacter::JumpStop); } void APlatformerCharacter::MoveRight(float Value) { AddMovementInput(FVector(0.f, -1.f, 0.f), Value); } void APlatformerCharacter::JumpStart() { Jump(); } void APlatformerCharacter::JumpStop() { StopJumping(); }
  2. Configure Input Settings:

    • Go to "Edit" -> "Project Settings" -> "Input."
    • Under "Bindings," add an Axis Mapping for "MoveRight" and set it to the appropriate key (e.g., "D" for right, "A" for left).
    • Add an Action Mapping for "Jump" and set it to the spacebar.

Step 4: Creating the 2D Environment

  1. Create a Tile Set and Tile Map:

    • Import your sprite sheet into Unreal.
    • Right-click on the sprite sheet and select "Create Tile Set."
    • Configure the tiles as needed.
    • Right-click in the Content Browser and create a new "Tile Map."
    • Edit the Tile Map to design your levels.
  2. Add Collision and Platforms:

    • Ensure your tiles have collision enabled by configuring the collision settings in the Tile Set editor.
    • Design your levels with platforms and obstacles.

Step 5: Adding Collectibles and Enemies

  1. Create a Collectible Class:

    • Create a new C++ class derived from Actor named Collectible.

    • In Collectible.h:

      cpp
      #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "Collectible.generated.h" UCLASS() class PLATFORMER_API ACollectible : public AActor { GENERATED_BODY() public: ACollectible(); protected: virtual void BeginPlay() override; public: virtual void Tick(float DeltaTime) override; private: UFUNCTION() void OnOverlap(AActor* OverlappedActor, AActor* OtherActor); UPROPERTY(VisibleAnywhere) class UBoxComponent* CollisionBox; };
    • Implement the class in Collectible.cpp:

      cpp
      #include "Collectible.h" #include "Components/BoxComponent.h" #include "PlatformerCharacter.h" ACollectible::ACollectible() { PrimaryActorTick.bCanEverTick = true; CollisionBox = CreateDefaultSubobject<UBoxComponent>(TEXT("CollisionBox")); RootComponent = CollisionBox; CollisionBox->OnComponentBeginOverlap.AddDynamic(this, &ACollectible::OnOverlap); } void ACollectible::BeginPlay() { Super::BeginPlay(); } void ACollectible::Tick(float DeltaTime) { Super::Tick(DeltaTime); } void ACollectible::OnOverlap(AActor* OverlappedActor, AActor* OtherActor) { if (OtherActor->IsA(APlatformerCharacter::StaticClass())) { // Add logic for collecting the item Destroy(); } }
  2. Create an Enemy Class:

    • Similar to the collectible, create a new C++ class derived from Character named EnemyCharacter.
    • Define behavior for patrolling and damaging the player.

Step 6: Building the User Interface

  1. Create a HUD Class:
    • Create a new C++ class derived from HUD named PlatformerHUD.
    • Implement basic HUD elements to display the player’s score and health.

Step 7: Polishing and Testing

  1. Level Design:

    • Use the Tile Map editor to create engaging and challenging levels.
  2. Testing:

    • Regularly test your game to ensure mechanics work as expected.
    • Adjust collision settings, character movement, and enemy behavior based on testing feedback.

Conclusion

Developing a 2D platformer in Unreal Engine 5 with C++ requires setting up the project, creating character and game mode classes, designing the 2D environment, and implementing gameplay mechanics like collectibles and enemies. By following these steps, you can build a functional and engaging 2D platformer. As you progress, consider adding more features such as animations, sound effects, and advanced enemy AI to enhance your game further. Unreal Engine 5’s flexibility allows you to bring your creative vision to life, even in a primarily 3D-focused engine.