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 a new editor module


The following recipes all interact with editor mode-specific code and engine modules. As a result, it is considered good practice to create a new module that will only be loaded when the engine is running in editor mode so that we can place all our editor-only code inside it.

How to do it…

  1. Open your project's .uproject file in a text editor such as Notepad or Notepad++.

  2. Add the bolded section of the following to the file:

    {
      "FileVersion": 3,
      "EngineAssociation": "4.11",
      "Category": "",
      "Description": "",
      "Modules": [
        {
          "Name": "UE4Cookbook",
          "Type": "Runtime",
          "LoadingPhase": "Default",
          "AdditionalDependencies": [
            "Engine",
            "CoreUObject"
          ]
        },
        {
          "Name": "UE4CookbookEditor",
          "Type": "Editor",
          "LoadingPhase": "PostEngineInit",
          "AdditionalDependencies": [
            "Engine",
            "CoreUObject"
          ]
        }
      ]
    }
  3. Note the comma after the first module before the second set of curly...