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++ enums that can be used in Blueprint


Enums are commonly used in C++ as flags or inputs to switch statements. However, what if you want to pass an enum value to or from C++ from a Blueprint? Alternatively, if you want to use a switch statement in Blueprint that uses an enum from C++, how do you let the Blueprint editor know that your enum should be accessible within the editor? This recipe shows you how to make enums visible in Blueprint.

How to do it…

  1. Create a new StaticMeshActor class called Tree using the editor.

  2. Insert the following code above the class declaration:

    UENUM(BlueprintType)
    enum TreeType
    {
      Tree_Poplar,
      Tree_Spruce,
      Tree_Eucalyptus,
      Tree_Redwood
    };
  3. Add the following UPROPERTY in the Tree class:

    UPROPERTY(BlueprintReadWrite)
    TEnumAsByte<TreeType> Type;
  4. Add the following to the Tree constructor:

    auto MeshAsset = ConstructorHelpers::FObjectFinder<UStaticMesh>(TEXT("StaticMesh'/Engine/BasicShapes/Cylinder.Cylinder'"));
    if (MeshAsset.Object != nullptr)
    ...