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

Constructing Task nodes


Task nodes are like function blocks. Each Task node you construct will allow you to bundle up some Blueprint code for execution when certain conditions in your Behavior Tree are met.

Tasks have three distinct events: Receive Tick (with AI version), Receive Execute (AI), and Receive Abort (AI). You can respond to any of these three events in the Task's Blueprint. Usually, you should respond to the Receive Execute (AI version) of the Task.

Getting ready

To create a Task node, you should already have a Behavior Tree ready and attached to an appropriate AI Controller and Blueprinted Character (see previous recipe).

How to do it…

  1. To construct a Task node with an executable Blueprint code inside it, you must select New Task from the menu bar from our Behavior Tree Blueprint editor. From the drop-down menu that appears, select to base your New Task on BTTask_BlueprintBase.

    Tip

    Unlike Behavior Tree or Blackboard creation, there isn't a way to create a New Task directly from the...