Unreal Engine 5 C++ Beginners Tutorial Part 7 - The PickUp Component and Delegates
Part 7 of the C++ and Unreal Engine 5 FPS tutorial series!
In this episode, we take a closer look at the Pickup Component from the First Person Shooter template and how it connects gameplay and C++ code.
You’ll learn:
1️ ⃣ How the pickup mechanic works in the FPS template
2️ ⃣ What delegates are and how they broadcast events to the character
3️ ⃣ Key Unreal Engine conventions when creating custom components
4️ ⃣ How to add and remove C++ classes in your project
5️ ⃣ How to bind and unbind overlap events in code
By the end of this tutorial, you’ll have a deeper understanding of how Unreal’s component and event systems work together to create interactive gameplay.
Part 1 - Setting Up: • Unreal Engine 5 C++ Beginners Tutorial: Pa...
Part 2 - Visual Studio Basics: • Unreal Engine 5 C++ Beginners Tutorial Par...
Part 3 - Object Oriented Programming: • Unreal Engine 5 C++ Beginners Tutorial Par...
Part 4 - Shooter Game Project - Section 1: • Unreal Engine 5 C++ Beginners Tutorial Par...
Part 5 - First Person Implementation File: • Unreal Engine 5 C++ Beginners Tutorial Par...
Part 6 - The Projectile Class: • Unreal Engine 5 C++ Beginners Tutorial Par...
Part 7 - The Projectile Class And its Blueprint: • Unreal Engine 5 C++ Beginners Tutorial Par...
Part 8 - In Progress...
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• Unreal Engine 5 C++ Beginners Tutorial Par...
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00:00 Intro
01:38 Explaining Pick Up Mechanic
02:02 Delegates
04:45 Conventions in Unreal
05:40 Add a New Class in Unreal
06:30 Remove a Class from my Project
09:37 OnSphereBeginOverlap Declaration
10:46 The Implementation File
12:19 OnBeginOverlapComponent AddDynamic
12:47 OnSphereBeginOverlap Implementation
13:32 Delegate Broadcast
14:10 How the character receives the delegate broadcast
16:35 Remove Bindings to Overlapping Events
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