Introduction to projects, levels, classes, and Actors in Unreal Engine.
Gameplay Guide
Basic Gameplay Concepts
These pages will introduce you to key Unreal terms. To add new types of gameplay objects, you will generally create a new class. A class is a template, or collection of rules, for your new object, so that you can create as many copies as you need, each containing properties and behavior that you set in the template.
Introduction to projects, levels, classes, and Actors in Unreal Engine.
Examples showing how to create classes with Blueprints alone, C++ alone, and a combination of C++ and Blueprints.
Examples showing how to create classes with Blueprints alone, C++ alone, and a combination of C++ and Blueprints.
Framework
In Unreal Engine 4, there are a number of classes that come with preset behavior to help you get started with your game. Read more about these building blocks and how they work together in the framework overview or quick reference, or jump straight to a particular class page for more information.
Core systems, such as game rules, player input and controls, cameras, and user interfaces.
Core systems, such as game rules, player input and controls, cameras, and user interfaces.
Short overview of classes for game rules, characters, controllers, user interfaces, etc., that make up the framework for the game.
Short overview of classes for game rules, characters, controllers, user interfaces, etc., that make up the framework for the game.
The process of starting the engine and launching a game or play-in-editor session.
The process of starting the engine and launching a game or play-in-editor session.
Overview of the Game Mode and Game State
Overview of the Game Mode and Game State
The Pawn is the physical representation of a player within the world.
The Pawn is the physical representation of a player within the world.
In the context of a player or AI entity, the Controller is essentially the brain.
In the context of a player or AI entity, the Controller is essentially the brain.
The Camera represents the player's point of view; how the player sees the world.
The Camera represents the player's point of view; how the player sees the world.
Guides and information for artists and programmers creating user interfaces such as menus and HUDs.
Guides and information for artists and programmers creating user interfaces such as menus and HUDs.
CameraAnims allow you to layer on animations to your camera to simulate impact, motion in your environment, and other effects.
CameraAnims allow you to layer on animations to your camera to simulate impact, motion in your environment, and other effects.
The AIController observes the world around it and makes decisions and reacts accordingly without human player input.
The AIController observes the world around it and makes decisions and reacts accordingly without human player input.
The PlayerController implements functionality for taking the input data from the player and translating that into actions, such as movement, using items, firing weapons, etc.
The PlayerController implements functionality for taking the input data from the player and translating that into actions, such as movement, using items, firing weapons, etc.
A Character is a Pawn which has some basic bipedal movement functionality by default.
A Character is a Pawn which has some basic bipedal movement functionality by default.
Gameplay Elements
Although each game may have different characters, rules, and visual styles, there are some core elements that are more universal. From input to saving, find overviews of these topics and example setups in C++ and/or Blueprints here.
The Input object is responsible for converting input from the player into data in a form Actors can understand and make use of.
The Input object is responsible for converting input from the player into data in a form Actors can understand and make use of.
Setting up networked games for multiplayer.
Setting up networked games for multiplayer.
Overview of how to save and load your game
Overview of how to save and load your game
Driving gameplay elements using externally stored data.
Driving gameplay elements using externally stored data.
Information over Artificial Intelligence including the use of Behavior Trees and Navmesh.
Information over Artificial Intelligence including the use of Behavior Trees and Navmesh.
Information about how to localize your project.
Information about how to localize your project.
Using in-game analytics to track player engagement and find balance issues.
Using in-game analytics to track player engagement and find balance issues.
Gameplay Tags can be used to identify, categorize, match, and filter objects.
Gameplay Tags can be used to identify, categorize, match, and filter objects.
Gameplay Tools
Tool that enables analyzing realtime gameplay data at runtime.
Tool that enables analyzing realtime gameplay data at runtime.
Tool for displaying network traffic and performance information captured at runtime.
Tool for displaying network traffic and performance information captured at runtime.
Tool that captures state from actors and then displays it visually in game or editor.
Tool that captures state from actors and then displays it visually in game or editor.
Gameplay How To's
This section provides step-by-step instructions on how to generate some of the most common gameplay scenarios. Whether it is how to spawn enemies or pick-ups in your game, change camera angles, or set up player inputs; these pages provide example setups for you in both Blueprints and C++.
















