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

Introduction


In computer graphics, a shader is used to color something. Traditionally, shaders were so called since they defined the shade that an object got based on its original color and light source position.

Nowadays, shaders aren't really thought of as providing shading to an object as much as a textured, final color.

Note

Shaders are about determining the final color of an object given the light source, geometric positions, and initial colors (including textures, and more expensively, material properties).

There are two flavors of shader: vertex shaders and pixel shaders.

  • Vertex shaders: Color at the vertex (point in the mesh), and smoothly shade from one 3-space point to another 3-space point.

  • Pixel shaders: Color at the pixel (point on the screen). The 3-space physical location of a pixel (aka fragment) is calculated using some simple math.

In UE4, we just call a shader a Material. Materials abstract the vertex and fragment processing pipelines into block-programmable functions, so you...