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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

Shader code via Custom node

If you prefer code to diagrammatic blocks, you're in luck. You can write your own HLSL code to deploy to the GPU for the shading of some vertices in your project. We can construct Custom nodes that simply contain math code working on named variables to perform some generic computation. In this recipe, we'll write a custom math function to work with.

Getting ready

You need a material shader, and a general mathematical function to implement. As an example, we'll write a Custom node that returns the square of all inputs.

How to do it...

  1. In order to create a custom material expression, simply right-click anywhere on the canvas, and select Custom.
    How to do it...
  2. With your new Custom block selected, go to the Details panel on the left side of your Material Editor window (choose Window | Details if your Details panel is not displayed).
  3. Under Description, name your Custom block. For example, Square3, because we plan to square three float inputs and return a float3.
  4. Click the...
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