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

The Material function


As always, modularity is one of the best practices in programming. Material shaders are no exception: it is far better if your shader blocks are modular, and can be boxed out and identified as named functions. This way, not only are your shader blocks clearer, but they can also be reused in multiple Material shaders, or even exported to your local UE4 library for future use in other projects.

Getting ready

A reusable or repeatable block of shader functionality can be factored out of your custom material shader program. In this example, we'll write a simple function series—Square, Square2, Square3, and Square4—that squares input values. Get ready to perform the work in this recipe by opening a UE4 project and navigating to the Content Browser.

How to do it...

  1. Right-click in the Content Browser, and select Materials & Textures | Material Function.

  2. Name your Material Function Square.

  3. Double-click on Material Function.

  4. As soon as you open Material Function, deselect the Output...