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

Calling native UInterface functions from C++


Follow the previous recipe to get an understanding of casting an Actor pointer to an Interface pointer.

Note

Note that as this recipe relies on the casting technique used in the previous recipe, it will only work with objects that implement the interface using C++ rather than Blueprint. This is because Blueprint classes are not available at compile time, and so, technically, don't inherit the interface.

How to do it...

  1. Create a new Actor class using the editor wizard. Call it AntiGravityVolume.

  2. Add BoxComponent to the new Actor.

    UPROPERTY()
    UBoxComponent* CollisionComponent;
  3. Override the following Actor virtual functions in the header:

    virtual void NotifyActorBeginOverlap(AActor* OtherActor) override;
    virtual void NotifyActorEndOverlap(AActor* OtherActor) override;
  4. Create an implementation within your source file, as follows:

    voidAAntiGravityVolume::NotifyActorBeginOverlap(AActor* OtherActor)
    {
      IGravityObject* GravityObject = Cast<IGravityObject&gt...