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 native code Construction Script


Within Blueprint, Construction Script is an event graph that runs any time a property is changed on the object it is attached to—whether from being dragged in the editor viewport or changed via direct entry in a Details panel.

Construction scripts allow the object in question to 'rebuild' itself based on its new location, for instance, or to change the components it contains based on user-selected options.

When coding in C++ with Unreal Engine, the equivalent concept is the OnConstruction function.

How to do it…

  1. Create a new Actor called AOnConstructionActor based on StaticMeshActor.

  2. Add the following UPROPERTY to the class:

    UPROPERTY(EditAnywhere)
    bool ShowStaticMesh;
  3. Add the following function definition:

    virtual void OnConstruction(const FTransform& Transform) override;
  4. Add the following to the class constructor:

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