Question: What Game Engine Was Used to Develop "High on Life"?

Answer

"High on Life" was developed using Unreal Engine 4.

Unreal Engine 4 (UE4) is a powerful and widely used game engine developed by Epic Games. It offers a comprehensive suite of creation tools for game development, from 2D mobile games to console blockbusters and VR. For those interested in using UE4 for their projects, here's an example of how you might set up a simple player character blueprint:

// Example Blueprint Code for a Simple Player Character in Unreal Engine 4 void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); // Bind jump events PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); // Bind movement events PlayerInputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward); PlayerInputComponent->BindAxis("MoveRight", this, &AMyCharacter::MoveRight); // Bind camera movement events PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput); PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); } void AMyCharacter::MoveForward(float Value) { if ((Controller != NULL) && (Value != 0.0f)) { // Find out which way is forward FRotator Rotation = Controller->GetControlRotation(); // Limit pitch when walking or falling if (GetCharacterMovement()->IsMovingOnGround() || GetCharacterMovement()->IsFalling()) { Rotation.Pitch = 0.0f; } // add movement in that direction const FVector Direction = FRotationMatrix(Rotation).GetScaledAxis(EAxis::X); AddMovementInput(Direction, Value); } } void AMyCharacter::MoveRight(float Value) { if ( (Controller != NULL) && (Value != 0.0f) ) { // Find out which way is right const FRotator Rotation = Controller->GetControlRotation(); const FVector Direction = FRotationMatrix(Rotation).GetScaledAxis(EAxis::Y); // add movement in that direction AddMovementInput(Direction, Value); } }

This code is a standard setup for a character in UE4, where input bindings are created to handle keyboard or controller inputs, allowing a character to move forward, backward, strafe, jump, and look around.

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