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 an InventoryComponent for an RPG


An InventoryComponent enables its containing Actor to store InventoryActors in its inventory, and place them back into the game world.

Getting ready

Make sure you've followed the Axis Mappings – keyboard, mouse and gamepad directional input for an FPS character recipe in Chapter 6, Input and Collision, before continuing with this recipe, as it shows you how to create a simple character.

Also, the recipe Instantiating an Actor using SpawnActor in this chapter shows you how to create a custom GameMode.

How to do it...

  1. Create an ActorComponent subclass using the engine called InventoryComponent, then add the following code to it:

    UPROPERTY()
    TArray<AInventoryActor*> CurrentInventory;
    UFUNCTION()
    int32 AddToInventory(AInventoryActor* ActorToAdd);
    
    UFUNCTION()
    void RemoveFromInventory(AInventoryActor* ActorToRemove);
  2. Add the following function implementation to the source file:

    int32 UInventoryComponent::AddToInventory(AInventoryActor* ActorToAdd)
    {
      return...