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 multicast delegate


The standard delegates used so far in this chapter are essentially a function pointer—they allow you to call one particular function on one particular object instance. Multicast delegates are a collection of function pointers, each potentially on different objects, that will all be invoked when the delegate is broadcast.

Getting ready

This recipe assumes you have followed the initial recipe in the chapter, as it shows you how to create TriggerVolume that is used to broadcast the multicast delegate.

How to do it...

  1. Add a new delegate declaration to the GameMode header:

    DECLARE_MULTICAST_DELEGATE(FMulticastDelegateSignature)
  2. Create a new Actor class called MulticastDelegateListener. Add the following to the declaration:

    UFUNCTION()
    void ToggleLight();
    UFUNCTION()
    virtual void EndPlay(constEEndPlayReason::Type EndPlayReason) override;
    
    UPROPERTY()
    UPointLightComponent* PointLight;
    
    FDelegateHandleMyDelegateHandle;
  3. In the class implementation, add this to the constructor...