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 custom context menu entries for Assets


Custom Asset types commonly have special functions you wish to be able to perform on them. For example, converting images to sprites is an option you wouldn't want to add to any other Asset type. You can create custom context menu entries for specific Asset types in order to make those functions accessible to users.

How to do it…

  1. Create a new class based on FAssetTypeActions_Base. You'll need to include AssetTypeActions_Base.h in the header file.

  2. Override the following virtual functions in the class:

    virtual bool HasActions(const TArray<UObject*>& InObjects) const override;
    virtual void GetActions(const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder) override;
    virtual FText GetName() const override;
    virtual UClass* GetSupportedClass() const override;
    
    virtual FColor GetTypeColor() const override;
    virtual uint32 GetCategories() override;
  3. Declare the following function:

    void MyCustomAssetContext_Clicked();
  4. Implement the...