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 – Debugging using the log


The first question we need to ask is: are our classes being used in the first place? Let's put a few logs in to find out.

  1. We'll start with BrokenActor. Even though we see it in the map when we run the game, we shouldn't make any assumptions about what's going on. We'll add a log in PostBeginPlay:

    simulated function PostBeginPlay()
    {
        `log("BrokenActor PostBeginPlay!");
    
        foreach DynamicActors(class'Pawn', Master)
            break;
    }
  2. We'll also add one in BrokenGame:

    function PostBeginPlay()
    {
        `log("BrokenGame PostBeginPlay!");
    }
  3. And finally one in BrokenPlayerController:

    simulated function PostBeginPlay()
    {
        `log("BrokenPlayerController PostBeginPlay!");
    }
  4. Compile the code and run the game.

  5. Exit and take a look at the log. We'll see that all three actors are logging their PostBeginPlay functions:

    [0005.44] ScriptLog: BrokenActor PostBeginPlay!
    [0005.44] ScriptLog: BrokenGame PostBeginPlay!
    [0005.44] Log: Bringing up level for play took: 0.032277...