Book Image

Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition

By : John P. Doran, William Sherif, Stephen Whittle
Book Image

Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition

By: John P. Doran, William Sherif, Stephen Whittle

Overview of this book

Unreal Engine 4 (UE4) is a popular and award-winning game engine that powers some of the most popular games. A truly powerful tool for game development, there has never been a better time to use it for both commercial and independent projects. With more than 100 recipes, this book shows how to unleash the power of C++ while developing games with Unreal Engine. This book takes you on a journey to jumpstart your C++ and UE4 development skills. You will start off by setting up UE4 for C++ development and learn how to work with Visual Studio, a popular code editor. You will learn how to create C++ classes and structs the Unreal way. This will be followed by exploring memory management, smart pointers, and debugging your code. You will then learn how to make your own Actors and Components through code and how to handle input and collision events. You will also get exposure to many elements of game development including creating user interfaces, artificial intelligence, and writing code with networked play in mind. You will also learn how to add on to the Unreal Editor itself. With a range of task-oriented recipes, this book provides actionable information about writing code for games with UE4 using C++. By the end of the book, you will be empowered to become a top-notch developer with UE4 using C++ as your scripting language!
Table of Contents (16 chapters)

Specifying a UCLASS as the type of a UPROPERTY

So, you've constructed some custom UCLASS, intended for use inside UE4. We created one in the editor using blueprints in the previous recipe, but how do you instantiate them in C++? Objects in UE4 are reference-counted and memory-managed objects, so you should not allocate them directly using the C++ keyword new. Instead, you'll have to use a function called ConstructObject so that we can instantiate your UObject derivative.

ConstructObject doesn't just take the C++ class name of the object you are creating; it also requires a blueprint class derivative of the C++ class (a UClass* reference). A UClass* reference is just a pointer to a blueprint.

How do we instantiate an instance of a particular blueprint from the C++ code? C++ code does not, and should not, know concrete UCLASS names, since these names are created and...