Now we will really delve into UE4 code. At first, it is going to look daunting. The UE4 class framework is massive, but don't worry. The framework is massive, so your code doesn't have to be. You will find that you can get a lot done and a lot onto the screen using relatively less code. This is because the UE4 engine code is so extensive and well programmed that they have made it possible to get almost any game-related task done easily. Just call the right functions, and voila, what you want to see will appear on the screen. The entire notion of a framework is that it is designed to let you get the gameplay you want, without having to spend a lot of time in sweating out the details.
In this chapter, we will discuss actors and pawns. Although it sounds as if pawns will be a more basic class than actors, it is actually the other way around. A UE4 actor (the Actor
class) object is the basic type of the things that can be placed in the UE4 game world. In order to place anything in the UE4 world, you must derive from the Actor
class.
A Pawn
is an object that represents something that you or the computer's Artificial Intelligence (AI) can control on the screen. The Pawn
class derives from the Actor
class, with the additional ability to be controlled by the player directly or by an AI script. When a pawn or actor is controlled by a controller or AI, it is said to be possessed by that controller or AI.
Think of the Actor
class as a character in a play. Your game world is going to be composed of a bunch of actors, all acting together to make the gameplay work. The game characters, Non-player Characters (NPCs), and even treasure chests will be actors.
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