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

Displaying and hiding a sheet of UMG elements in-game


So we have already discussed how to add a widget to the viewport, which means that it will be rendered on the player's screen.

However, what if we want to have UI elements that are toggled based on other factors, such as proximity to certain Actors, or a player holding a key down, or if we want a UI that disappears after a specified time?

How to do it...

  1. Create a new GameMode class called ToggleHUDGameMode.

  2. Override BeginPlay and EndPlay.

  3. Add the following UPROPERTY:

    UPROPERTY()
    FTimerHandle HUDToggleTimer;
  4. Lastly add this member variable:

    TSharedPtr<SVerticalBox> widget;
  5. Implement BeginPlay with the following code in the method body:

    void AToggleHUDGameMode::BeginPlay()
    {
      Super::BeginPlay();
      widget = SNew(SVerticalBox)
      + SVerticalBox::Slot()
      .HAlign(HAlign_Center)
      .VAlign(VAlign_Center)
      [
        SNew(SButton)
        .Content()
        [
          SNew(STextBlock)
          .Text(FText::FromString(TEXT("Test button")))
        ]
      ];
      GEngine-&gt...