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

Instantiating an Actor using SpawnActor


For this recipe, you'll need to have an Actor subclass ready to instantiate. You can use a built-in class such as StaticMeshActor, but it would help to practice with the custom Actor you made in the previous recipe.

How to do it...

  1. Create a new C++ class, like in the previous recipe. This time, select GameMode as your base class, giving it a name such as UE4CookbookGameMode.

  2. Declare a function override in your new GameMode class:

    virtual void BeginPlay() override;
  3. Implement BeginPlay in the .cpp file:

    void AUE4CookbookGameMode::BeginPlay()
    {
      Super::BeginPlay();
      GEngine->AddOnScreenDebugMessage(-1, -1, FColor::Red, TEXT("Actor Spawning"));
    
      FTransform SpawnLocation;
      GetWorld()->SpawnActor<AMyFirstActor>( AMyFirstActor::StaticClass(), &SpawnLocation);
    }
  4. Compile your code, either through Visual Studio or by clicking on the Compile button in Unreal Editor.

  5. Open the World Settings panel for the current level by clicking on the Settings toolbar...