Book Image

Unreal Engine 4 Game Development Quick Start Guide

By : Rachel Cordone
Book Image

Unreal Engine 4 Game Development Quick Start Guide

By: Rachel Cordone

Overview of this book

Unreal Engine is a popular game engine used by developers for building high-end 2D and 3D games. This book is a practical guide designed to help you get started with Unreal Engine 4 and confidently develop interactive games. You’ll begin with a quick introduction to the Unreal Engine 4 (UE4) ecosystem. Next, you’ll learn how to create Blueprints and C++ code to define your game's functionality. As you progress, you’ll cover the core systems of UE4 such as Unreal Motion Graphics (UMG), Animation Blueprints, and behaviour trees to further build on your game development knowledge. The concluding chapters will then help you learn how to use replication to create multiplayer games. By the end of this book, you will be well-versed with UE4 and have developed the skills you need to use the framework for developing and deploying robust and intuitive games.
Table of Contents (10 chapters)

Using events in C++

Most of the events we've been using, such as BeginPlay and Tick, are called from C++. We've taken a look at how to create our own in Blueprints, and now we'll see how to create them in C++ for use in our own Blueprints.

For this, we will start in the header file. Events are created much the same way our normal and pure functions were, but we use the BlueprintImplementableEvent specifier. We'll also add an output float that we can log:

For this one, we won't implement the function in the .cpp file, so ignore the green line under the function name.

In the .cpp file, we'll add a call to our custom Event in the BeginPlay function to keep it simple. We just need to add one line at the end, and we'll hardcode a value of 256 for the output:

That's all we need for the C++ side of things, so compile the code and head back into...