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Unreal Engine 4 Scripting with C++ Cookbook

Unreal Engine 4 Scripting with C++ Cookbook

By : Stephen Whittle, William Sherif
3.1 (7)
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Unreal Engine 4 Scripting with C++ Cookbook

Unreal Engine 4 Scripting with C++ Cookbook

3.1 (7)
By: Stephen Whittle, William Sherif

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 (14 chapters)
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13
Index

Creating new console commands

During development, console commands can be very helpful by allowing a developer or tester to easily bypass content, or disable the mechanics not relevant to the current test being run. The most common way to implement this is via console commands, which can invoke functions during runtime. The console can be accessed using the tilde key (~) or the equivalent in the upper-left area of the alphanumeric zone of your keyboard.

Creating new console commands

Getting ready

If you haven't already followed the Creating a new editor module recipe, do so, as this recipe will need a place to initialize and register the console command.

How to do it...

  1. Open your editor module's header file, and add the following code:
    IConsoleCommand* DisplayTestCommand;
    IConsoleCommand* DisplayUserSpecifiedWindow;
  2. Add the following within the implementation of StartupModule:
    DisplayTestCommand = IConsoleManager::Get().RegisterConsoleCommand(TEXT("DisplayTestCommandWindow"), TEXT("test"), FConsoleCommandDelegate...
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