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

Chapter 7. Communication between Classes and Interfaces

This chapter shows you how to write your own UInterfaces, and demonstrates how to take advantage of them within C++ to minimize class coupling and help keep your code clean. The following recipes will be covered in this chapter:

  • Creating a UInterface

  • Implementing a UInterface on an object

  • Checking if a class implements a UInterface

  • Casting to a UInterface implemented in native code

  • Calling native UInterface functions from C++

  • Inheriting UInterface from one another

  • Overriding UInterface functions in C++

  • Exposing UInterface methods to Blueprint from a native base class

  • Implementing UInterface functions in Blueprint

  • Creating C++ UInterface function implementations that can be overridden in Blueprint

  • Calling Blueprint-defined interface functions from C++

  • Implementing a simple interaction system with UInterfaces