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Unreal Engine 5 C++: Make Your Own Action Combat Game


Unreal Engine 5 C++: Make Your Own Action Combat Game

Unreal Engine 5 (UE5) has revolutionized game development with its stunning graphical capabilities, versatile tools, and extensive C++ support. 

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If you've ever dreamt of creating your own action combat game, UE5 provides the perfect platform to bring your vision to life. This guide will walk you through the essential steps needed to create a basic action combat game using C++ in Unreal Engine 5.

1. Setting Up Your Project

Before diving into code, you need to set up your Unreal Engine project. Here’s how:

  1. Install Unreal Engine 5: Download and install UE5 from the Epic Games Launcher.
  2. Create a New Project: Open UE5, click on "Games" under the New Project Categories, and select "Blank" as the project template. Choose "With Starter Content" to have some basic assets available.
  3. Set Project Settings: Name your project, set the folder location, and select C++ as the programming language. Make sure to choose Desktop/Console as your target platform and leave the maximum quality settings enabled.

Once your project is created, it will open in the Unreal Editor. The next step is to set up the basic framework for your game.

2. Setting Up Your Game Mode and Player Character

The Game Mode class defines the rules of the game and the default classes used, such as the player character and HUD. The player character is the main actor that the player controls.

  1. Create a New C++ Class:

    • In the Content Browser, right-click, and select "Create C++ Class."
    • Derive the class from AGameModeBase and name it ActionCombatGameMode.
    • After creating the Game Mode class, create another C++ class derived from ACharacter and name it PlayerCharacter.
  2. Implementing the Game Mode:

    • Open the ActionCombatGameMode.cpp file.
    • Set the default pawn class to your PlayerCharacter in the constructor:
    cpp
    AActionCombatGameMode::AActionCombatGameMode() { DefaultPawnClass = APlayerCharacter::StaticClass(); }
  3. Implementing the Player Character:

    • Open PlayerCharacter.h and declare essential components like camera, skeletal mesh, and spring arm for the third-person view.
    • In PlayerCharacter.cpp, initialize these components in the constructor:
    cpp
    APlayerCharacter::APlayerCharacter() { PrimaryActorTick.bCanEverTick = true; // Create Camera Boom CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom")); CameraBoom->SetupAttachment(RootComponent); CameraBoom->TargetArmLength = 300.0f; CameraBoom->bUsePawnControlRotation = true; // Create Follow Camera FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera")); FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); FollowCamera->bUsePawnControlRotation = false; // Set this character to call Tick() every frame. bUseControllerRotationYaw = false; GetCharacterMovement()->bOrientRotationToMovement = true; }

3. Implementing Player Movement

For an action combat game, fluid player movement is crucial. Unreal Engine provides several built-in functions to help manage movement, which you can extend or modify as needed.

  1. Binding Input:

    • In PlayerCharacter.h, declare methods for movement and camera control:
    cpp
    void MoveForward(float Value); void MoveRight(float Value); void TurnAtRate(float Rate); void LookUpAtRate(float Rate);
    • In PlayerCharacter.cpp, implement these methods:
    cpp
    void APlayerCharacter::MoveForward(float Value) { if ((Controller != nullptr) && (Value != 0.0f)) { // Find out which way is forward const FRotator Rotation = Controller->GetControlRotation(); const FRotator YawRotation(0, Rotation.Yaw, 0); // Get forward vector const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); AddMovementInput(Direction, Value); } } void APlayerCharacter::MoveRight(float Value) { if ((Controller != nullptr) && (Value != 0.0f)) { // Find out which way is right const FRotator Rotation = Controller->GetControlRotation(); const FRotator YawRotation(0, Rotation.Yaw, 0); // Get right vector const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); AddMovementInput(Direction, Value); } } void APlayerCharacter::TurnAtRate(float Rate) { AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); } void APlayerCharacter::LookUpAtRate(float Rate) { AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); }
    • Finally, bind these methods to player input in the SetupPlayerInputComponent method:
    cpp
    void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAxis("MoveForward", this, &APlayerCharacter::MoveForward); PlayerInputComponent->BindAxis("MoveRight", this, &APlayerCharacter::MoveRight); PlayerInputComponent->BindAxis("TurnRate", this, &APlayerCharacter::TurnAtRate); PlayerInputComponent->BindAxis("LookUpRate", this, &APlayerCharacter::LookUpAtRate); }

4. Combat System Implementation

An action combat game requires a robust combat system that allows players to attack, block, and dodge.

  1. Attack System:

    • Declare a method for attacking in PlayerCharacter.h:
    cpp
    void Attack();
    • Implement the attack method in PlayerCharacter.cpp. For simplicity, we’ll use a basic melee attack:
    cpp
    void APlayerCharacter::Attack() { // Here we would implement attack logic, such as playing an animation and detecting hitboxes }
    • Bind the attack method to a key input in SetupPlayerInputComponent:
    cpp
    PlayerInputComponent->BindAction("Attack", IE_Pressed, this, &APlayerCharacter::Attack);
  2. Blocking and Dodging:

    • Similarly, declare methods for blocking and dodging:
    cpp
    void Block(); void Dodge();
    • Implement these methods in PlayerCharacter.cpp:
    cpp
    void APlayerCharacter::Block() { // Implement blocking logic } void APlayerCharacter::Dodge() { // Implement dodging logic }
    • Bind these actions to input in SetupPlayerInputComponent:
    cpp
    PlayerInputComponent->BindAction("Block", IE_Pressed, this, &APlayerCharacter::Block); PlayerInputComponent->BindAction("Dodge", IE_Pressed, this, &APlayerCharacter::Dodge);

5. Animations and Effects

To make the combat feel engaging, animations and special effects are vital.

  1. Character Animations:

    • Import animation assets into Unreal Engine or create them using software like Blender.
    • Create an Animation Blueprint to handle the transition between idle, running, and attack animations.
    • In the Attack method, trigger the appropriate attack animation:
    cpp
    void APlayerCharacter::Attack() { if (AttackAnimation) { // Play the attack animation PlayAnimMontage(AttackAnimation); } }
  2. Particle Effects and Sound:

    • Add particle effects (e.g., sparks when a sword hits) by spawning particles during an attack.
    • Play sounds using Unreal’s audio system to enhance feedback during combat.

6. Enemy AI

No action combat game is complete without enemies to fight against.

  1. Creating an Enemy Character:
    • Create a new C++ class derived from ACharacter and name it EnemyCharacter.
    • Implement basic movement and combat capabilities similar to the player character.
  2. AI Behavior:
    • Use Unreal's Behavior Trees and Blackboards to define AI behavior.
    • Implement basic AI logic for patrolling, detecting the player, and attacking.

7. Polishing and Optimization

After implementing the core gameplay mechanics, it’s essential to refine and optimize the game.

  1. Adjusting Gameplay Feel:

    • Tune parameters like attack speed, damage, and movement to achieve the desired gameplay experience.
    • Test and iterate on combat mechanics to ensure they feel responsive and satisfying.
  2. Optimization:

    • Optimize performance by reducing the number of polygons in models, minimizing draw calls, and using level of detail (LOD) meshes.
    • Profile the game to identify and fix any bottlenecks.

8. Packaging and Deployment

Once your game is ready, it’s time to package it for distribution.

  1. Build Configuration:

    • Set the build configuration to Shipping for optimal performance.
    • Adjust project settings, such as screen resolution, input mappings, and quality settings.
  2. Packaging:

    • Use the "Package Project" option in the Unreal Editor to create executable files for the desired platform (Windows, Mac, etc.).
    • Test the packaged game thoroughly to ensure it runs smoothly outside the editor.

Conclusion

Creating an action combat game in Unreal Engine 5 using C++ is a challenging but rewarding process. By following the steps outlined above, you can build a solid foundation for your game and gradually add more complex features as you gain experience. Unreal Engine 5’s powerful tools and the flexibility of C++ make it an excellent choice for developing high-quality, immersive games. With dedication and creativity, you can bring your unique game vision to life and share it with players around the world.