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 custom Event


Custom delegates are quite useful, but one of their limitations is that they can be broadcast externally by some other third-party class, that is, their Execute/Broadcast methods are publically accessible.

At times, you may want a delegate that is externally assignable by other classes, but can only be broadcast by the class which contains them. This is the primary purpose of Events.

Getting ready

Make sure you've followed the initial recipe in this chapter so that you have the MyTriggerVolume and CookBookGameMode implementations.

How to do it...

  1. Add the following event declaration macro to the header of your MyTriggerVolume class:

    DECLARE_EVENT(AMyTriggerVolume, FPlayerEntered)
  2. Add an instance of the declared event signature to the class:

    FPlayerEnteredOnPlayerEntered;
  3. In AMyTriggerVolume::NotifyActorBeginOverlap, add this:

    OnPlayerEntered.Broadcast();
  4. Create a new Actor class, called TriggerVolEventListener.

  5. Add the following class members to its declaration:

    UPROPERTY()
    UPointLightComponent...