Unreal Engine 4 Scripting with C++ Cookbook
eBook - ePub

Unreal Engine 4 Scripting with C++ Cookbook

William Sherif, Stephen Whittle

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  1. 452 pages
  2. English
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eBook - ePub

Unreal Engine 4 Scripting with C++ Cookbook

William Sherif, Stephen Whittle

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À propos de ce livre

Get the best out of your games by scripting them using UE4

About This Book

  • A straightforward and easy-to-follow format
  • A selection of the most important tasks and problems
  • Carefully organized instructions to solve problems efficiently
  • Clear explanations of what you did
  • Solutions that can be applied to solve real-world problems

Who This Book Is For

This book is intended for game developers who understand the fundamentals of game design and C++ and would like to incorporate native code into the games they make with Unreal. They will be programmers who want to extend the engine, or implement systems and Actors that allow designers control and flexibility when building levels.

What You Will Learn

  • Build function libraries (Blueprints) containing reusable code to reduce upkeep
  • Move low-level functions from Blueprint into C++ to improve performance
  • Abstract away complex implementation details to simplify designer workflows
  • Incorporate existing libraries into your game to add extra functionality such as hardware integration
  • Implement AI tasks and behaviors in Blueprints and C++
  • Generate data to control the appearance and content of UI elements

In Detail

Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers, for game developers. With more than 100 practical recipes, this book is a guide showcasing techniques to use the power of C++ scripting while developing games with UE4. It will start with adding and editing C++ classes from within the Unreal Editor. It will delve into one of Unreal's primary strengths, the ability for designers to customize programmer-developed actors and components. It will help you understand the benefits of when and how to use C++ as the scripting tool. With a blend of task-oriented recipes, this book will provide actionable information about scripting games with UE4, and manipulating the game and the development environment using C++. Towards the end of the book, you will be empowered to become a top-notch developer with Unreal Engine 4 using C++ as the scripting language.

Style and approach

A recipe based practical guide to show you how you can leverage C++ to manipulate and change your game behavior and game design using Unreal Engine 4.

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Informations

Année
2016
ISBN
9781785885549
Édition
1

Unreal Engine 4 Scripting with C++ Cookbook


Table of Contents

Unreal Engine 4 Scripting with C++ Cookbook
Credits
About the Authors
About the Reviewer
www.PacktPub.com
eBooks, discount offers, and more
Why subscribe?
Preface
What this book covers
What you need for this book
Who this book is for
Sections
Getting ready
How to do it

How it works

There's more

See also
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. UE4 Development Tools
Introduction
Installing Visual Studio
Getting ready
How to do it...
How it works...
Creating and building your first C++ project in Visual Studio
Getting ready
How to do it...
How it works...
There's more...
Changing the code font and color in Visual Studio
Getting ready
How to do it...
How it works...
There's more...
See also
Extension – changing the color theme in Visual Studio
How to do it...
How it works...
Formatting your code (Autocomplete settings) in Visual Studio
Getting ready
How to do it...
How it works...
Shortcut keys in Visual Studio
Getting ready
How to do it...
How it works...
Extended mouse usage in Visual Studio
How to do it...
How it works...
UE4 – installation
Getting ready
How to do it...
How it works...
There's more...
UE4 – first project
How to do it...
UE4 – creating your first level
Getting ready
How to do it

UE4 – logging with UE_LOG
Getting ready
How to do it...
How it works...
UE4 – making an FString from FStrings and other variables
Getting ready
How to do it

Project management on GitHub – getting your Source Control
Getting ready
How to do it...
How it works...
Project management on GitHub – using the Issue Tracker
Getting ready
How to do it...
How it works...
See also
Project management on VisualStudio.com – managing the tasks in your project
How to do it...
How it works

Project management on VisualStudio.com – constructing user stories and tasks
Getting ready
How to do it

How it works

2. Creating Classes
Introduction
Making a UCLASS – deriving from UObject
Getting ready
How to do it...
How it works

There's more

See also
Creating a user-editable UPROPERTY
Getting ready
How to do it...
How it works

See also
Accessing a UPROPERTY from Blueprints
How to do it...
How it works

Specifying a UCLASS as the type of a UPROPERTY
Getting ready
How to do it...
How it works

TSubclassOf
FStringClassReference
Creating a Blueprint from your custom UCLASS
Getting ready
How to do it

How it works

Instantiating UObject-derived classes (ConstructObject < > and NewObject < >)
Getting ready
How to do it...
How it works

There's more

Destroying UObject-derived classes
Getting ready
How to do it...
How it works

Creating a USTRUCT
Getting ready
How to do it...
How it works...
There's more

Creating a UENUM( )
How to do it...
How it works

Creating a UFUNCTION
How to do it...
How it works

3. Memory Management and Smart Pointers
Introduction
Unmanaged memory – using malloc( )/free( )
How to do it...
How it works

Unmanaged memory – using new/delete
Getting ready
How to do it...
How it works

There's more

Managed memory – using NewObject< > and ConstructObject< >
Getting ready
How to do it...
How it works

There's more

See also
Managed memory – deallocating memory
Getting ready
How to do it...
How it works

There's more

Managed memory – smart pointers (TSharedPtr, TWeakPtr, TAutoPtr) to track an object
Getting ready
How to do it...
How it works

There's more

Using TScopedPointer to track an object
Getting ready
How to do it...
How it works

Unreal's garbage collection system and UPROPERTY( )
How to do it...
How it works

Forcing garbage collection
Getting ready
How to do it...
Breakpoints and stepping through code
Getting ready
How to do it...
How it works

Finding bugs and using call stacks
Getting ready
How to do it...
How it works

Using the Profiler to identify hot spots
How to do it...
How it works

4. Actors and Components
Introduction
Creating a custom Actor in C++
Getting ready
How to do it...
How it works...
Instantiating an Actor using SpawnActor
How to do it...
How it works...
Destroying an Actor using Destroy and a Timer
How to do it...
How it works...
Destroying an Actor after a delay using SetLifeSpan
How to do it...
How it works...
Implementing the Actor functionality by composition
Getting ready
How to do it...
How it works...
See also
Loading assets into components using FObjectFinder
Getting ready
How to do it...
How it works...
Implementing the Actor functionality by inheritance
How to do it...
How it works...
See also
Attaching components to create a hierarchy
How to do it...
How it works...
Creating a custom...

Table des matiĂšres