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

Using periodic services


Services are nodes that contain Blueprint code to be executed periodically. Services are a lot like Tasks, but they do not have a FinishExecute() call at the end.

Getting ready

Adding Services to your Behavior Tree is essential for periodic checks of things such as if there are any new enemy units within range, or if your current target left focus. You can create your own Services. In this recipe, we'll assemble a Service that will check if the opponent you are following is still the closest within a visibility cone. If not, then the opponent changes.

There are four main events for a Service node (other than Tick):

  1. Receive Activation AI: Triggers when the Behavior Tree starts and the node is first activated.

  2. Receive Search Start AI: Triggers when the Behavior Tree enters the underlying branch.

  3. Receive Tick AI: Triggers each frame where the Service is invoked. The bulk of the work is performed here.

  4. Receive Deactivation AI: Triggers when the Behavior Tree closes and...