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

Making properties accessible in the Blueprint editor graph


The specifiers mentioned in the previous recipe are all well and good, but they only control the visibility of UPROPERTY in the Details panel. By default, even with those specifiers used appropriately, UPROPERTY won't be viewable or accessible in the actual editor graph for use at runtime.

Other specifiers, which can optionally be used in conjunction with the ones in the previous recipe, can be used to allow interacting with properties in the Event Graph.

How to do it…

  1. Create a new Actor class called BlueprintPropertyActor using the editor wizard.

  2. Add the following UPROPERTY to the actor using Visual Studio:

    UPROPERTY(BlueprintReadWrite, Category = Cookbook)
    bool ReadWriteProperty;
    UPROPERTY(BlueprintReadOnly, Category = Cookbook)
    bool ReadOnlyProperty;
  3. Compile your project, and start the editor.

  4. Create a Blueprint class based on your BlueprintPropertyActor, and open its graph.

  5. Verify that the properties are visible under the category Cookbook...