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

Landscape and Foliage API – Map generation using Landscape and Foliage APIs


We can use the earlier mentioned landscape generation code to create a landscape, and the procedural foliage functionality to randomly distribute some foliage on it.

Combining the capabilities of the Landscape API and Foliage API will allow you to procedurally generate complete maps. In this recipe, we will outline how this is done.

We will programmatically create a landscape and populate it with foliage using code.

Getting ready

To prepare to perform this recipe, we will need a UE4 project with a Generate button to kick off generation. You can see the Landscape API – Landscape generation with Perlin noise recipe for an example of how to do this. You simply need to create a small UMG UI widget that has a Generate button. Connect the OnClick event of your Generate button to a C++ UFUNCTION() inside any C++ global object, such as your Chapter12GameMode object, that will be used to generate your terrain.

How to do it…

  1. Enter...