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 C++ UInterface function implementations that can be overridden in Blueprint


Just as with the previous recipe, UInterfaces are useful, but that utility is severely limited without their functionality being usable by designers.

The previous recipe shows you how to call C++ UInterface functions from Blueprint; this recipe will show you how to replace the implementation of a UInterface function with your own custom Blueprint-only function.

How to do it...

  1. Create a new interface called Wearable (IWearable, UWearable).

  2. Add the following functions to the header:

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = Wearable)
    int32GetStrengthRequirement();
    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = Wearable)
    boolCanEquip(APawn* Wearer);
    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = Wearable)
    voidOnEquip(APawn* Wearer);
  3. Add the following function implementations in the implementation file:

    int32 IWearable::GetStrengthRequirement_Implementation()
    {
      return...