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

Axis Mappings – keyboard, mouse and gamepad directional input for an FPS character


There are two types of input mapping: Axis mappings and Action mappings. Axis mappings are inputs that you hold down for an extended period of time to get their effect (for example, holding the W key to move the player forward), while Action mappings are one-off inputs (such as pressing the A key on the gamepad to make the player jump). In this recipe, we'll cover how to set up keyboard, mouse, and gamepad axis-mapped input controls to move an FPS character.

Getting ready

You must have a UE4 project, which has a main character player in it, and a ground plane to walk on, ready for this recipe.

How to do it...

  1. Create a C++ class, Warrior, deriving from Character:

    UCLASS()
    class CH6_API AWarrior : public ACharacter
    {
      GENERATED_BODY()
    };
  2. Launch UE4, and derive a Blueprint, BP_Warrior, based on your Warrior class.

  3. Create and select a new Blueprint for your GameMode class as follows:

    1. Go to Settings | Project Settings...