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

GameplayAbilities API – Triggering an actor's gameplay abilities with game controls


The GameplayAbilities API can be used to attach C++ functions to invoke on certain button pushes, triggering the game unit to exhibit its abilities during play in response to keystroke events. In this recipe, we will show you how to do that.

Getting ready

Enumerate and describe your game character's abilities. You will need to know what your character does in response to key events to code in this recipe.

There are several objects that we need to use here; they are as follows:

  • UGameplayAbility class—this is needed to derivate the C++ class instances of the UGameplayAbility class, one derivative class for each ability.

    • Define what each ability does in .h and .cpp by overriding available functions, such as UGameplayAbility::ActivateAbility, UGameplayAbility::InputPressed, UGameplayAbility::CheckCost, UGameplayAbility::ApplyCost, UGameplayAbility::ApplyCooldown, and so on

  • GameplayAbilitiesSet—this is a DataAsset...