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

Adding Slate Widgets to the screen


The previous recipe used the FCanvas API to draw to the screen. However, FCanvas suffers from a number of limitations, for example, animations are difficult to implement, and drawing graphics on the screen involves creating textures or materials. FCanvas also doesn't implement anything in the way of widgets or window controls, making data entry or other forms of user input more complex than it needs to be. This recipe will show you how to begin creating HUD elements onscreen using Slate, which provides a number of built-in controls.

Getting ready

Add Slate and SlateCore to your module's dependencies if you haven't done so already (see recipe Drawing using Canvas for how to do this).

How to do it...

  1. Create a new PlayerController subclass, ACustomHUDPlayerController.

  2. Override the BeginPlay virtual method within your new subclass:

    public:
    virtual void BeginPlay() override;
  3. Add the following code for your overridden BeginPlay() inside the subclass' implementation...