Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By : William Sherif, Stephen Whittle
Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By: William Sherif, Stephen Whittle

Overview of this book

Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers, for game developers. With more than 100 practical recipes, this book is a guide showcasing techniques to use the power of C++ scripting while developing games with UE4. It will start with adding and editing C++ classes from within the Unreal Editor. It will delve into one of Unreal's primary strengths, the ability for designers to customize programmer-developed actors and components. It will help you understand the benefits of when and how to use C++ as the scripting tool. With a blend of task-oriented recipes, this book will provide actionable information about scripting games with UE4, and manipulating the game and the development environment using C++. Towards the end of the book, you will be empowered to become a top-notch developer with Unreal Engine 4 using C++ as the scripting language.
Table of Contents (19 chapters)
Unreal Engine 4 Scripting with C++ Cookbook
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

Shader parameters and Material instances


A parameter to a shader is going to be a variable input to that shader. You can configure scalars or vectors to be used as input parameters to your shader. Some materials within UE4 come preprogrammed with material parameters exposed.

Getting ready

In order to set up a parameter to a shader, you first need a shader with something that you want to modify with a variable. A good thing to modify with a variable is the suit color of a character. We can expose the color of the suit as a shader parameter that we multiply suit color by.

How to do it...

  1. Construct a new Material.

  2. Within the Material, create a VectorParameter. Give the parameter a name, such as Color. Give it a default value, such as blue or black.

  3. Close the Material.

  4. In Content Browser, right-click on the Material with the parameter in it, and select Create Material Instance.

  5. Double-click on your Material instance. Check the box beside your VectorParameter name, and voila! Your VectorParameter is...