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

Loading assets into components using FObjectFinder


In the last recipe, we created a Static Mesh Component, but we didn't try to load a mesh for the Component to display. While it's possible to do this in the Editor, sometimes it is helpful to specify a default in C++.

Getting ready

Follow the previous recipe so you have a custom Actor subclass with a Static Mesh Component ready.

In your Content Browser, click on the View Options button, and select Show Engine Content:

Browse to Engine Content, then BasicShapes to see the Cube we will be using in this recipe.

How to do it...

  1. Add the following code to the constructor of your class:

    auto MeshAsset = ConstructorHelpers::FObjectFinder<UStaticMesh>(TEXT("StaticMesh'/Engine/BasicShapes/Cube.Cube'"));
    if (MeshAsset.Object != nullptr)
    {
      Mesh->SetStaticMesh(MeshAsset.Object);
    }
  2. Compile, and verify in the Editor that an instance of your class now has a mesh as its visual representation.

How it works...

  • We create an instance of the FObjectFinder class...