Book Image

Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition

By : John P. Doran, William Sherif, Stephen Whittle
Book Image

Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition

By: John P. Doran, William Sherif, Stephen Whittle

Overview of this book

Unreal Engine 4 (UE4) is a popular and award-winning game engine that powers some of the most popular games. A truly powerful tool for game development, there has never been a better time to use it for both commercial and independent projects. With more than 100 recipes, this book shows how to unleash the power of C++ while developing games with Unreal Engine. This book takes you on a journey to jumpstart your C++ and UE4 development skills. You will start off by setting up UE4 for C++ development and learn how to work with Visual Studio, a popular code editor. You will learn how to create C++ classes and structs the Unreal way. This will be followed by exploring memory management, smart pointers, and debugging your code. You will then learn how to make your own Actors and Components through code and how to handle input and collision events. You will also get exposure to many elements of game development including creating user interfaces, artificial intelligence, and writing code with networked play in mind. You will also learn how to add on to the Unreal Editor itself. With a range of task-oriented recipes, this book provides actionable information about writing code for games with UE4 using C++. By the end of the book, you will be empowered to become a top-notch developer with UE4 using C++ as your scripting language!
Table of Contents (16 chapters)

Creating a new graph pin visualizer for Blueprint

Within the Blueprint system, we can use instances of our MyCustomAsset class as variables, provided we mark that class as a BlueprintType in its UCLASS macro. However, by default, our new asset is simply treated as a UObject, and we can't access any of its members:

For some types of assets, we might wish to enable in-line editing of literal values in the same way that classes such as FVector support the following:

To enable this, we need to use a Graph Pin visualizer. This recipe will show you how to enable in-line editing of an arbitrary type using a custom widget defined by you.

How to do it...

  1. First, we will update the MyCustomAsset class to be editable in Blueprints...