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

Time for action – Out parameters


Passing parameters to functions lets us do things with the values that are passed, but what if we need to modify the variables themselves and pass them back? For this we would use out parameters.

  1. Let's change the DoSomething function in our AwesomeEnemySpawner class:

    function DoSomething(out float MyFloat, out int MyInt)
    {
        MyFloat = 5.0;
        MyInt = 18;
    }

    We've declared two out parameters, one int, and one float. In the function we change their values, and that's it.

  2. Now let's rewrite our PostBeginPlay function to call it:

    function PostBeginPlay()
    {
        local float MyF;
        local int MyI;
    
        super.PostBeginPlay();
    
        DoSomething(MyF, MyI);
        `log(MyF @ MyI);
    }

    We'll use two local variables, and then call DoSomething using them. Afterward we'll log their values.

  3. Compile the code and test. Now let's look at the log:

    [0004.54] ScriptLog: 5.0000 18
  4. It's important to remember that the values aren't passed back to the function that called us unless our parameters...