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

Core/Math API – Rotation using FRotator


Rotation in UE4 has such complete implementation that it can be hard to choose how to rotate your objects. There are three main methods—FRotator, FQuat, and FRotationMatrix. This recipe outlines the construction and use of the first of the three different methods for the rotation of objects—the FRotator. Using this, and the following two recipes, you can select at a glance a method to use to rotate your objects.

Getting ready

Have a UE4 project that has an object you can get a C++ interface with. For example, you can construct a C++ class Coin that derives from Actor to test out rotations with. Override the Coin::Tick() method to apply your rotations from the C++ code. Alternatively, you can call these rotation functions in the Tick event from Blueprints.

In this example, we will rotate an object at a rate of one degree per second. The actual rotation will be the accumulated time since the object was created. To get this value, we'll just call GetWorld...