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

Leaves and Wind


In this recipe, we'll write a simple particle shader demonstrating how to create leaves in wind. We can do so using a Particle Emitter combined with a Material Shader that "shades" our leaves to give them the appearance of blowing in the wind.

Getting ready

To begin, you'll need a leaf texture as well as a scene in which to place the falling leaves. In the Chapter11 code package, you'll find a scene called LeavesAndTree that contains a deciduous tree that you can use.

How to do it...

  1. Create a new particle emitter by right-clicking in the Content Browser, and choosing Particle System.

  2. Construct a new Material shader by right-clicking in the Content Browser and choosing Material. Your leaf material should contain a texture of a leaf in the BaseColor component. We'll edit the World Position of the leaf in a later step to represent a jitter in motion represented by the wind.

  3. Add a couple of parameters to modify the Leaves particle emitter:

    1. Spawn should have a nice high rate of about...