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 new toolbar buttons


If you have created a custom tool or window for display within the editor, you probably need some way to let the user make it appear. The easiest way to do this is to create a toolbar customization that adds a new toolbar button, and have it display your window when clicked.

Create a new engine module by following the previous recipe, as we'll need it to initialize our toolbar customization.

How to do it…

  1. Create a new header file, and insert the following class declaration:

    #pragma once
    #include "Commands.h"
    #include "EditorStyleSet.h"
    /**
     * 
     */
    class FCookbookCommands : public TCommands<FCookbookCommands>
    {
      public:
      FCookbookCommands()
      :TCommands<FCookbookCommands>(FName(TEXT("UE4_Cookbook")), FText::FromString("Cookbook Commands"), NAME_None, FEditorStyle::GetStyleSetName()) 
      {
      };
      virtual void RegisterCommands() override;
    
      TSharedPtr<FUICommandInfo> MyButton;
    };
  2. Implement the new class by placing the following in the .cpp file:

    #include...