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 a building that spawns units


For this recipe, we will create a building that spawns units at a fixed time interval at a particular location.

How to do it...

  1. Create a new Actor subclass in the editor, as always, and then add the following implementation to the class:

    UPROPERTY()
    UStaticMeshComponent* BuildingMesh;
    UPROPERTY()
    UParticleSystemComponent* SpawnPoint;
    
    UPROPERTY()
    UClass* UnitToSpawn;
    
    UPROPERTY()
    float SpawnInterval;
    
    UFUNCTION()
    void SpawnUnit();
    
    UFUNCTION()
    void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
    
    UPROPERTY()
    FTimerHandle SpawnTimerHandle;
  2. Add the following to the constructor:

    BuildingMesh = CreateDefaultSubobject<UStaticMeshComponent>("BuildingMesh");
    SpawnPoint = CreateDefaultSubobject<UParticleSystemComponent>("SpawnPoint");
    SpawnInterval = 10;
    auto MeshAsset = ConstructorHelpers::FObjectFinder<UStaticMesh>(TEXT("StaticMesh'/Engine/BasicShapes/Cube.Cube'"));
    if (MeshAsset.Object != nullptr)
    {
      BuildingMesh->SetStaticMesh...