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

Creating an OrbitingMovement Component


This component is similar to RotatingMovementComponent in that it is designed to make the components parented to it move in a particular way. In this instance, it will move any attached components in an orbit around a fixed point at a fixed distance.

This could be used, for example, for a shield that orbits around a character in an Action RPG.

How to do it...

  1. Create a new SceneComponent subclass and add the following properties to the class declaration:

    UPROPERTY()
    bool RotateToFaceOutwards;
    UPROPERTY()
    float RotationSpeed;
    UPROPERTY()
    float OrbitDistance;
    float CurrentValue;
  2. Add the following to the constructor:

    RotationSpeed = 5;
    OrbitDistance = 100;
    CurrentValue = 0;
    RotateToFaceOutwards = true;
  3. Add the following code to the TickComponent function:

    float CurrentValueInRadians = FMath::DegreesToRadians<float>(CurrentValue);
    SetRelativeLocation(FVector(OrbitDistance * FMath::Cos(CurrentValueInRadians), OrbitDistance * FMath::Sin(CurrentValueInRadians...