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

Randomness – Perlin noise


Some shaders benefit from the ability to use random values. Each Material has a few nodes that can help add randomness to a shader. Randomness from a Perlin noise texture can be used to generate interesting-looking materials such as marbled materials. The noise can also be used to drive bump maps, height maps, and displacement fields for some neat effects.

Getting ready

Choose a material to which you'd like to add some randomness. Open the Material in the Material Editor, and follow the steps.

How to do it...

  1. Insert a Noise node into your Material Editor window.

  2. Normalize the coordinates of the object you're adding the noise to. You can use math such as the following to do so:

    1. Subtract the minimum from each processed vertex in the system to take the object to sit at the origin.

    2. Divide the vertex by the size of the object to put the object in a unit box.

    3. Multiply the vertex value by 2 to expand the unit box from 1x1 to 2x2.

    4. Subtract 1 from the vertex values to move the unit...