Book Image

Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

By : Rachel Cordone
Book Image

Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

By: Rachel Cordone

Overview of this book

Unreal Development Kit is the free edition of Unreal Engine—the largest game engine in existence with hundreds of shipped commercial titles. The Unreal Engine is a very powerful tool for game development but with something so complex it's hard to know where to start.This book will teach you how to use the UnrealScript language to create your own games with the Unreal Development Kit by using an example game that you can create and play for yourself. It breaks down the UnrealScript language into easy to follow chapters that will quickly bring you up to speed with UnrealScript game programming.Unreal Development Kit Game Programming with UnrealScript takes you through the UnrealScript language for the Unreal Development Kit. It starts by walking through a project setup and setting up programs to write and browse code. It then takes you through using variables, functions, and custom classes to alter the game's behavior and create our own functionality. The use and creation of Kismet is also covered. Later, using replication to create and test multiplayer games is discussed. The book closes with code optimization and error handling as well as a few of the less common but useful features of UnrealScript.
Table of Contents (18 chapters)
Unreal Development Kit Game Programming with UnrealScript
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action – Using local variables


  1. We'll use a function we haven't used yet for this so we can keep it easily readable. In addition to PostBeginPlay, all Actor classes have a PreBeginPlay event that is called before PostBeginPlay during startup. We'll use this for our experiments.

  2. Local variables are declared like instance variables, except we use local in the declaration line. Local variables can only be declared inside a function, and must be at the top of the function before any other lines of code. To see for ourselves, let's make a PreBeginPlay function in our AwesomeGame class:

    function PreBeginPlay()
    {
        super.PreBeginPlay();
    
        local int i;
        i = 5;
        `log("This is i:" @ i);
    }
  3. If we try to compile this, we'll get a compiler error:

    Error, 'Local' is not allowed here
  4. Let's try rearranging the PreBeginPlay function to move the variable declaration to the top:

    function PreBeginPlay()
    {
        local int i;
    
        super.PreBeginPlay();
    
        i = 5;
        `log("This is i:" @ i);
    }
  5. It compiles...