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

Implementing a UInterface on an object


Ensure that you've followed the previous recipe in order to have a UInterface ready to be implemented.

How to do it...

  1. Create a new Actor class using the Unreal Wizard, called SingleInterfaceActor.

  2. Add IInterface—in this case, IMyInterface—to the public inheritance list for our new Actor class:

    class UE4COOKBOOK_API ASingleInterfaceActor : public AActor, public IMyInterface
  3. Add an override declaration to the class for the IInterface function(s) that we wish to override:

    FStringGetTestName() override;
  4. Implement the overridden function in the implementation file by adding the following code:

    FStringASingleInterfaceActor::GetTestName()
    {
      return IMyInterface::GetTestName();
    }

How it works...

  1. C++ uses multiple inheritance for the way it implements interfaces, so we leverage that mechanism here with the declaration of our SingleInterfaceActor class, where we add public IMyInterface.

  2. We inherit from IInterface rather than UInterface to prevent SingleInterfaceActor...