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 window


Custom editor windows are useful when you have a new tool with user-configurable settings, or want to display some information to people using your customized editor.

Be sure to have an editor module by following the recipe earlier in this chapter before you start.

Read through either the Creating new menu entries or Creating new toolbar buttons recipes so that you can create a button within the editor that will launch our new window.

How to do it…

  1. Inside your command's bound function, add the following code:

    TSharedRef<SWindow> CookbookWindow = SNew(SWindow)
    .Title(FText::FromString(TEXT("Cookbook Window")))
    .ClientSize(FVector2D(800, 400))
    .SupportsMaximize(false)
    .SupportsMinimize(false)
    [
      SNew(SVerticalBox)
      +SVerticalBox::Slot()
      .HAlign(HAlign_Center)
      .VAlign(VAlign_Center)
      [
        SNew(STextBlock)
        .Text(FText::FromString(TEXT("Hello from Slate")))
      ]
    ];
    IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule...