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 8. Integrating C++ and the Unreal Editor

In this chapter, we will cover following recipes:

  • Using a class or struct as a blueprint variable

  • Creating classes or structs that can be subclassed in Blueprint

  • Creating functions that can be called in Blueprint

  • Creating events that can be implemented in Blueprint

  • Exposing multi-cast delegates to Blueprint

  • Creating C++ enums that can be used in Blueprint

  • Editing class properties in different places in the editor

  • Making properties accessible in the Blueprint editor graph

  • Responding to property – changed events from the editor

  • Implementing a native code Construction Script

  • Creating a new editor module

  • Creating new toolbar buttons

  • Creating new menu entries

  • Creating a new editor window

  • Creating a new Asset type

  • Creating custom context menu entries for Assets

  • Creating new console commands

  • Creating a new graph pin visualizer for Blueprint

  • Inspecting types with custom Details panels