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 a delegate that takes input parameters


So far, the delegates that we've used haven't taken any input parameters. This recipe shows you how to change the signature of the delegate so that it accepts some input.

Getting ready

Be sure you've followed the recipe at the beginning of this chapter, which shows you how to create a TriggerVolume and the other infrastructure that we require for this recipe.

How to do it...

  1. Add a new delegate declaration to GameMode:

    DECLARE_DELEGATE_OneParam(FParamDelegateSignature, FLinearColor)
  2. Add a new member to GameMode:

    FParamDelegateSignatureMyParameterDelegate;
  3. Create a new Actor class called ParamDelegateListener. Add the following to the declaration:

    UFUNCTION()
    void SetLightColor(FLinearColorLightColor);
    UPROPERTY()
    UPointLightComponent* PointLight;
  4. In the class implementation, add this to the constructor:

    PointLight = CreateDefaultSubobject<UPointLightComponent>("PointLight");
    RootComponent = PointLight;
  5. In the ParamDelegateListener.cpp file, add #include...