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

Creating a UENUM( )


C++ enum are very useful in typical C++ code. UE4 has a custom type of enumeration called UENUM(), which allows you to create an enum that will show up in a drop-down menu inside a Blueprint that you are editing.

How to do it...

  1. Go to the header file that will use the UENUM() you are specifying, or create a file EnumName.h.

  2. Use code of the form:

    UENUM()
    enum Status
    {
      Stopped     UMETA(DisplayName = "Stopped"),
      Moving      UMETA(DisplayName = "Moving"),
      Attacking   UMETA(DisplayName = "Attacking"),
    };
  3. Use your UENUM() in a UCLASS() as follows:

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Status)
    TEnumAsByte<Status> status;
    

How it works…

UENUM() show up nicely in the code editor as drop-down menus in the Blueprints editor from which you can only select one of a few values.