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The concept of a "game" is split into 2 classes. Setting and Tracking the Rules of the Game Each PlayerController typically has one of these as well. The PlayerCameraManager is the "eyeball" for a player and manages how it behaves. Each PlayerController typically has one of these. The PlayerController essentially represents the human player's will.Īn AIController is what it sounds like a simulated "will" that can control a Pawn.Ī HUD is a "heads-up display", or the 2D on-screen display that is common in many games. A controller can "possess" a Pawn to take control of it.Ī PlayerController is the interface between the Pawn and the human player controlling it. They typically come in 2 flavors, AIController and PlayerController. It can do basic human-like movement, it can replicate movement smoothly across the network, and it has some animation-related functionality.Ĭontrolling Pawns With Player Input or AI LogicĬontroller is an Actor that is responsible for directing a Pawn. It comes with a CapsuleComponent for collision and a CharacterMovementComponent by default. Note that a Pawn is not assumed to be humanoid.Ī Character is a humanoid-style Pawn. Pawns can be possessed by a Controller, they are set up to easily accept input, and they can do various and sundry other player-like things. Representing Players, Friends, and Foes in the WorldĪ Pawn is an Actor that can be an "agent" within the world. These classes all create types of Actors, which can either be placed into your level or spawned when needed. Finally, gameplay classes such as GameMode, GameState, and PlayerState set the rules of the game, and track how the game and the players are progressing. Heads-up displays and cameras for players. The basic gameplay classes include functionality for representing players, allies, and enemies, as well as for controlling these avatars with player input or AI logic. The car as a whole is an Actor, whereas the parts of the car, like the wheels and doors, would all be Components of that Actor. Actors often make use of Components, which are specialized Objects, to define certain aspects of their functionality or hold values for a collection of properties. In general, Actors can be thought of as whole items or entities, while Objects are more specialized parts. The majority of the classes you create will inherit from AActor at some point in their hierarchy. So, in reality, all instances in Unreal Engine are Objects however, the term Actors is commonly used to refer to instances of classes that derive from AActor in their hierarchy, while the term Objects is used to refer to instances of classes that do not inherit from the AActor class. Objects are instances of classes that inherit from the UObject class the base class of all objects in Unreal Engine, including Actors. The goal of this document is to provide a brief tour of the engine's core features and introduce some of the core architectural concepts to help you get started with the codebase.Īctors are instances of classes that derive from the AActor class the base class of all gameplay objects that can be placed into the world.