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

Building the SaveGame class


While most of the classes we have built so far have been based on the actor class, there are some functionalities that are not supported by the actor class and saving the data is one of those.

In order to make a class that can be used as an instance to manage the game save and load, you'll need to create a class based on the SaveGame class.

I have created mine for Bellz, and named it BellzSaveGame. Choose a name that suits you and just create it. Once the Visual Studio opens, go ahead and open the Bellz.h file or, in other words, the main header for your game (your game might not be named Bellz).

Within the header file Bellz.h, we will be including some extra header files in order to be able to use the save functionality within any class instance. We will be including:

  • BellzSaveGame.h

  • Kismet/GameplayStatics.h

But make sure that the new header files are added under the Engine.h file, otherwise you'll get an error.

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//I replaced the EngineMinimal.h, in order to get...