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

Attaching components to create a hierarchy


When creating custom Actors from components, it is important to consider the concept of Attaching. Attaching components together creates a relationship where transformations applied to the parent component will also affect the components that are attached to it.

How to do it...

  1. Create a new class based on Actor using the editor, and call it HierarchyActor.

  2. Add the following properties to your new class:

    UPROPERTY()
    USceneComponent* Root;
    UPROPERTY()
    USceneComponent* ChildSceneComponent;
    UPROPERTY()
    UStaticMeshComponent* BoxOne;
    UPROPERTY()
    UStaticMeshComponent* BoxTwo;
  3. Add the following code to the class constructor:

    Root = CreateDefaultSubobject<USceneComponent>("Root");
    ChildSceneComponent = CreateDefaultSubobject<USceneComponent>("ChildSceneComponent");
    BoxOne = CreateDefaultSubobject<UStaticMeshComponent>("BoxOne");
    BoxTwo = CreateDefaultSubobject<UStaticMeshComponent>("BoxTwo");
    
    auto MeshAsset = ConstructorHelpers::FObjectFinder...