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Game Object Extensions

Game Object Extensions In the last tutorial we worked out how to add an input extension to a game object. If you didn't read the last tutorial Action Maps in C++ I recommend to start there to get a better understanding of game object extensions and their purpose in CryENGINE. The last tutorial adde...

Action maps in C++

Action maps To manage the controls of your game, CRYENGINE uses predefined actions that can be grouped into so called action maps. You can define action maps for certain situations in your game e.g. first person player controls, vehicles, cutscenes, menus etc. You can enable or disable action maps ...

Flash integration on C++

You can access variables and functions in flash from C++ and also call C++ function from flash. Cryengine provides an interface to manage all those operations easily. Interface access The interface should be included via “IFlashUI.h “ and can be accessed using the global gEnv->pFlashUI : #include <C...

Custom Entity in C++

Note: This tutorial is based on blank C++ project code provided in CE 5.0 or GameZero code in others versions. To obtain the initial code you should create a new blank C++ project in the launcher. Our custom entity will be created in the folder Code\Game\GameDll\entities. Create a new entity To cre...

Re: import blender UVmap

When you export to CE from blender, you must add an UV map and it will be exported directly to your CE ready object. You don't need to take any action for that. In fact, you cannot export to CE without UV, and, in case that you try to import without UV, CE is creating one in rc.exe process. So, what...

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