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

GameplayTags API – Attaching GameplayTags to an Actor


GameplayTags are just small bits of text that describes states (or buffs) for the player or attributes that can attach to things such as GameplayAbilities and also to describe GameplayEffects, as well as states that clear those effects. So, we can have GameplayTags, such as Healing or Stimmed, that trigger various GameplayAbilities or GameplayEffects to our liking. We can also search for things via GameplayTags and attach them to our AbilitySystemComponents if we choose.

How to do it…

There are several steps to getting GameplayTags to work correctly inside your engine build; they are as follows:

  1. First, we will need to create a Data Table asset to carry all of our game's tag names. Right-click on Content Browser and select Miscellaneous | Data Table. Select a table class structure deriving from GameplayTagTableRow.

    List all tags available inside your game under that data structure.

  2. Add UPROPERTY() TArray<FString> to your GameMode object...