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

Drawing using Canvas


Canvas is a continuation of the simple HUD implemented within Unreal 3. While it isn't so commonly used within shipping games, mostly being replaced by Slate/UMG, it's simple to use, especially when you want to draw text or shapes to the screen. Canvas drawing is still used extensively by console commands used for debugging and performance analysis such as the stat game and other stat commands. Refer to Chapter 8, Integrating C++ and the Unreal Editor, for the recipe for creating your own console commands.

How to do it...

  1. Open your <Module>.build.cs file, and uncomment/add the following line:

    PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
  2. Create a new GameMode called CustomHUDGameMode using the editor class wizard. Refer to Chapter 4, Actors and Components, if you need a refresher on doing this.

  3. Add a constructor to the class:

    ACustomHUDGameMode();
  4. Add the following to the constructor implementation:

    ACustomHUDGameMode::ACustomHUDGameMode...