Using Line Traces in Unreal Engine 5 with C++
Line traces can be great tools when needing to get information from hit objects or to understand other relational data through a raycast.
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Line traces can be great tools when needing to get information from hit objects or to understand other relational data through a raycast.
Timers are super helpful for triggering events in time intervals. We'll create a very simple TimerHandle that prints the screen every three seconds.
In this example we'll make a basic material with a couple parameters and update them with C++
MoveComponentTo is a really simple function inside the Kismet System Library for moving components to different locations inside an actor.
Quick simple example of how to use BindRaw to bind to a delegate created in another class
Event Dispatchers are great to communicate between components. In this example the event dispatcher updates the player's health bar.