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  • Book Overview & Buying Unreal Engine 4 Scripting with C++ Cookbook
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Unreal Engine 4 Scripting with C++ Cookbook

Unreal Engine 4 Scripting with C++ Cookbook

By : Stephen Whittle, William Sherif
3.1 (7)
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Unreal Engine 4 Scripting with C++ Cookbook

Unreal Engine 4 Scripting with C++ Cookbook

3.1 (7)
By: Stephen Whittle, William Sherif

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 (14 chapters)
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13
Index

Modifying position using a Material

A less common thing to do is to use a Material to modify an object's position. This is commonly done in things such as water shaders. We do it using the World Position Offset node inside the Material's output.

Modifying position using a Material

We can modulate the output position of a vertex using some GPU math. This lightens the load of rendering realistic water on the CPU by a significant amount.

Getting ready

Create a piece of geometry in your world. Construct a new shader called Bob, which we'll edit to produce a simple bobbing motion for objects rendered with the material.

How to do it...

  1. In your new Material (named Bob), right-click and add Texcoord and Time Input nodes.
  2. Cascade the sum of the Texcoord (for spatial) and Time Input nodes through a sin() function call to create some wavy displacement. Multiply the output of the sin() function, and pass as Z-inputs to World Displacement.
    How to do it...

    Note

    Part of the simple water shader given in the code of Chapter11 that produces the displacement...

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