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 classes or structs that can be subclassed in Blueprint


While this book focuses on C++, when developing with Unreal, a more standard workflow is to implement core gameplay functionality as well as performance-critical code in C++, and expose those features to Blueprint to allow designers to prototype gameplay, which can then be refactored by programmers with additional Blueprint features, or pushed back down to the C++ layer.

One of the most common tasks, then, is to mark up our classes and structs in such a way that they are visible to the Blueprint system.

How to do it…

  1. Create a new Actor class using the editor wizard; call it BaseEnemy.

  2. Add the following UPROPERTY to the class:

    UPROPERTY()
    FString WeaponName;
    UPROPERTY()
    int32 MaximumHealth;
  3. Add the following class specifier to the UCLASS macro:

    UCLASS(Blueprintable)
    class UE4COOKBOOK_API ABaseEnemy : public AActor
  4. Open the editor and create a new blueprint class. Expand the list to show all classes and select our BaseEnemyclass as the...