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

Implementing a simple interaction system with UInterfaces


This recipe will show you how to combine a number of other recipes in this chapter to demonstrate a simple interaction system, and a door with an interactable doorbell to cause the door to open.

How to do it...

  1. Create a new interface, Interactable.

  2. Add the following functions to the IInteractable class declaration:

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category=Interactable)
    boolCanInteract();
    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = Interactable)
    voidPerformInteract();
  3. Create default implementations for both functions in the implementation file:

    boolIInteractable::CanInteract_Implementation()
    {
      return true;
    }
    
    voidIInteractable::PerformInteract_Implementation()
    {
    
    }
  4. Create a second interface, Openable.

  5. Add this function to its declaration:

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category=Openable)
    void Open();
  6. As with Interactable, create a default implementation for the Open function:

    voidIOpenable...