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

Mouse UI input handling


When using the Unreal Motion Graphics (UMG) toolkit, you will find that mouse events are very easy to handle. We can register C++ functions to run after mouse clicks or other types of interactions with the UMG components.

Usually, event registration will be via Blueprints; but in this recipe, we will outline how to write and wire-up C++ functions to UMG events.

Getting ready

Create a UMG canvas in your UE4 project. From there, we'll register event handlers for the OnClicked, OnPressed, and OnReleased events.

How to do it...

  1. Right-click in your Content Browser (or click on Add New), and select User Interface | Widget Blueprint, as shown in the following screenshot. This will add an editable widget blueprint to your project.

  2. Double-click on your Widget Blueprint to edit it.

  3. Add a button to the interface by dragging it from the palette on the left.

  4. Scroll down the Details panel for your button until you find the Events subsection.

  5. Click on the + icon beside any event that you...