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 events that can be implemented in Blueprint


Another way that C++ can be more tightly integrated with Blueprint is the creation of functions that can have Blueprint implementations in native code. This allows for a programmer to specify an event, and invoke it, without needing to know anything about the implementation. The class can then be subclassed in Blueprint, and another member of the production team can implement a handler for the event without ever having to go near a line of C++.

How to do it…

  1. Create a new StaticMeshActor class called Spotter.

  2. Make sure the following functions are defined and overridden in the class header:

    virtual void Tick( float DeltaSeconds ) override;
    UFUNCTION(BlueprintImplementableEvent)
    void OnPlayerSpotted(APawn* Player);
  3. Add this code to the constructor:

    PrimaryActorTick.bCanEverTick = true;
    auto MeshAsset = ConstructorHelpers::FObjectFinder<UStaticMesh>(TEXT("StaticMesh'/Engine/BasicShapes/Cone.Cone'"));
    if (MeshAsset.Object != nullptr)
    {
      GetStaticMeshComponent...