Book Image

Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

By : Rachel Cordone
Book Image

Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

By: Rachel Cordone

Overview of this book

Unreal Development Kit is the free edition of Unreal Engine—the largest game engine in existence with hundreds of shipped commercial titles. The Unreal Engine is a very powerful tool for game development but with something so complex it's hard to know where to start.This book will teach you how to use the UnrealScript language to create your own games with the Unreal Development Kit by using an example game that you can create and play for yourself. It breaks down the UnrealScript language into easy to follow chapters that will quickly bring you up to speed with UnrealScript game programming.Unreal Development Kit Game Programming with UnrealScript takes you through the UnrealScript language for the Unreal Development Kit. It starts by walking through a project setup and setting up programs to write and browse code. It then takes you through using variables, functions, and custom classes to alter the game's behavior and create our own functionality. The use and creation of Kismet is also covered. Later, using replication to create and test multiplayer games is discussed. The book closes with code optimization and error handling as well as a few of the less common but useful features of UnrealScript.
Table of Contents (18 chapters)
Unreal Development Kit Game Programming with UnrealScript
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Local versus instance variables


Most of our work so far has involved instance variables, that is, variables in a class that are accessible from any function in that class and even from other classes. Instance variables persist until that object is destroyed, so they're used for things we need to know about that object all the time, like Health for our Pawn class or the amount of ammo we have in our weapon. We've also used a few when we needed to store a variable until a different function needed to use it, like the CurrentCameraLocation and CurrentCameraRotation in our AwesomePlayerController class, which were processed in PlayerTick and used in GetPlayerViewPoint .

Sometimes, however, we'll want "throwaway" variables that we only need while we're in a function, and we don't need to keep them or access them from anywhere else. For this, we use local variables.

Local Variables

Let's try some experiments with local variables in our AwesomeGame class.