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

Making a UCLASS – deriving from UObject


When coding with C++, you can have your own code that compiles and runs as native C++ code, with appropriate calls to new and delete to create and destroy your custom objects. Native C++ code is perfectly acceptable in your UE4 project as long as your new and delete calls are appropriately paired so that no leaks are present in your C++ code.

You can, however, also declare custom C++ classes, which behave like UE4 classes, by declaring your custom C++ objects as UCLASS. UCLASS use UE4's Smart Pointers and memory management routines for allocation and deallocation according to Smart Pointer rules, can be loaded and read by the UE4 Editor, and can optionally be accessed from Blueprints.

Tip

Note that when you use the UCLASS macro, your UCLASS object's creation and destruction must be completely managed by UE4: you must use ConstructObject to create an instance of your object (not the C++ native keyword new), and call UObject::ConditionalBeginDestroy() to...