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

Implementing the Actor functionality by composition


Custom Actors without components don't have a location, and can't be attached to other Actors. Without a root Component, an Actor doesn't have a base transform, and so it has no location. Most Actors, therefore, require at least one Component to be useful.

We can create custom Actors through composition—adding a number of components to our Actor, where each component provides some of the functionality required.

Getting ready

This recipe will use the Actor class created in the Creating a custom Actor in C++ recipe.

How to do it...

  1. Add a new member to your custom class in C++ by making the following changes in the public section:

    UPROPERTY()
    UStaticMeshComponent* Mesh;
  2. Add the following line to the constructor inside the cpp file:

    Mesh = CreateDefaultSubobject<UStaticMeshComponent>("BaseMeshComponent");
  3. Verify your code looks like the following snippet, and compile it by using the Compile button in the editor, or building the project in Visual...