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

Editing class properties in different places in the editor


When developing with Unreal, it is common for programmers to implement properties on Actors or other objects in C++, and make them visible to the editor for designer use. However, sometimes it makes sense to view a property, or to make it editable, but only on the object's default state. Sometimes the property should only be modifiable at runtime with the default specified in C++. Fortunately, there are some specifiers that can help us restrict when a property is available.

How to do it…

  1. Create a new Actor class in the editor called PropertySpecifierActor.

  2. Add the following property definitions to the class:

    UPROPERTY(EditDefaultsOnly)
    bool EditDefaultsOnly;
    UPROPERTY(EditInstanceOnly)
    bool EditInstanceOnly;
    UPROPERTY(EditAnywhere)
    bool EditAnywhere;
    UPROPERTY(VisibleDefaultsOnly)
    bool VisibleDefaultsOnly;
    UPROPERTY(VisibleInstanceOnly)
    bool VisibleInstanceOnly;
    UPROPERTY(VisibleAnywhere)
    bool VisibleAnywhere;
  3. Compile your code and launch...