Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

C++ data structure


Now creating a data structure will require us to create a new class, a new C++ class, and we can base it on anything. I like to use Actor as my base.

And as always, ladies first! Oh, I mean header files first. My header file setup is going to be simple, but it is very important, as much counts on that.

GameDataTables.h

Starting with the include statements as always, and as you can see, nothing fancy, but I have included a new header file that will allow me to manage the data table, which is DataTable.h:

#include "Engine/DataTable.h"
#include "GameFramework/Actor.h"
#include "GameDataTables.generated.h"

Then I started to directly build my structs. Remember the ones we created in blueprint? Now it is the time to create ones in C++. I built two structures using the word struct and the macro USTRUCT.

The first one is called FWeaponStruct, which is the type of FTableRowBase which is the equal of data table asset in a blueprint case. Within this struct, I've defined the same four...