Book Image

Unreal Engine 4.X By Example

By : Benjamin Carnall
Book Image

Unreal Engine 4.X By Example

By: Benjamin Carnall

Overview of this book

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today’s development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine’s tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine’s rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.
Table of Contents (17 chapters)
Unreal Engine 4.X By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Blueprint native events and you!


Now that we have the sphere constructed properly via the Editor, let's include the functionality that gets the AHybridSphere saying hello and goodbye. We are going to be creating this functionality a little differently this time. We are again going to be utilizing the delegate system detailed previously, but this time we are going to be writing functions that have a base functionality in code, which then may be overridden in a Blueprint if deemed necessary. This means we can create C++ functions that provide a default functionality set that will execute if no override has been defined in Blueprint. These functions are declared via the UFUNCTION() macro and the BlueprintNativeEvent specifier. Navigate to HybridSphere.h and add the following code to the AHybridSphere class definition underneath the virtual Tick function declaration:

// On Overlap implementation
UFUNCTION(BlueprintNativeEvent)
void MyOnBeginOverlap(AActor* OtherActor);

void MyOnBeginOverlap_Implementation...