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

Passing payload data with a delegate binding


With only minimal changes, parameters can be passed through to a delegate at creation time. This recipe shows you how to specify data to be always passed as parameters to a delegate invocation. The data is calculated when the binding is created, and doesn't change from that point forward.

Getting ready

Be sure you've followed the previous recipe. We will be extending the functionality of the previous recipe to pass additional creation-time parameters to our bound delegate function.

How to do it...

  1. Inside your AParamDelegateListener::BeginPlay function, change the call to BindUObject to the following:

    MyGameMode->MyParameterDelegate.BindUObject(this, &AParamDelegateListener::SetLightColor, false);
  2. Change the declaration of SetLightColor to this:

    void SetLightColor(FLinearColorLightColor, bool EnableLight);
  3. Alter the implementation of SetLightColor as follows:

    void AParamDelegateListener::SetLightColor(FLinearColorLightColor, bool EnableLight)
    {
    ...