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

Use Data Binding with Unreal Motion Graphics


So far, we've been assigning static values to the attributes of our UI widgets. However, what if we want to be more dynamic with widget content, or parameters such as border color? We can use a principle called data binding to dynamically link properties of our UI with variables in the broader program.

Unreal uses the Attribute system to allow us to bind the value of an attribute to the return value from a function, for example. This means that changing those variables will automatically cause the UI to change in response, according to our wishes.

How to do it...

  1. Create a new GameMode subclass called AAtributeGameMode.

  2. Add the following private member to the class:

    private:
    TSharedPtr<SVerticalBox> Widget;
  3. Add the following public functions, noting the override for BeginPlay():

    public:
    virtual void BeginPlay() override;
    FTextGetButtonLabel() const ;
  4. Add the implementation for BeginPlay within the .cpp file:

    voidAClickEventGameMode::BeginPlay()
    {...