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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

Using a class or struct as a blueprint variable


Types that you declare in C++ do not automatically get incorporated into Blueprint for use as variables. This recipe shows you how to make them accessible so that you can use custom native code types as Blueprint function parameters.

How to do it…

  1. Create a new class using the editor. Unlike previous chapters, we are going to create an Object-based class. Object isn't visible in the default list of common classes, so we need to tick the Show all classes button in the editor UI, then select Object. Call your new Object subclass TileType.

  2. Add the following properties to the TileType definition:

    UPROPERTY()
    int32 MovementCost;
    UPROPERTY()
    bool CanBeBuiltOn;
    
    UPROPERTY()
    FString TileName;
  3. Compile your code.

  4. Inside the editor, create a new Blueprint class based on Actor. Call it Tile.

  5. Within the blueprint editor for Tile, add a new variable to the Blueprint. Check the list of types that you can create as variables, and verify that TileType is not there...

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