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

Exposing multi-cast delegates to Blueprint


Multi-cast delegates are a great way to broadcast an event to multiple objects who listen or subscribe to the event in question. They are particularly invaluable if you have a C++ module that generates events that potentially arbitrary Actors might want to be notified about. This recipe shows you how to create a multi-cast delegate in C++ that can notify a group of other Actors during runtime.

How to do it…

  1. Create a new StaticMeshActor class called King. Add the following to the class header:

    DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnKingDeathSignature, AKing*, DeadKing);
  2. Add a new UFUNCTION to the class:

    UFUNCTION(BlueprintCallable, Category = King)
    void Die();
  3. Add an instance of our multicast delegate to the class:

    UPROPERTY(BlueprintAssignable)
    FOnKingDeathSignature OnKingDeath;
  4. Add our mesh initialization to the constructor:

    auto MeshAsset = ConstructorHelpers::FObjectFinder<UStaticMesh>(TEXT("StaticMesh'/Engine/BasicShapes/Cone.Cone'"));...