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Unreal Engine 4.X By Example

Unreal Engine 4.X By Example

By : Carnall
3.2 (6)
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Unreal Engine 4.X By Example

Unreal Engine 4.X By Example

3.2 (6)
By: Carnall

Overview of this book

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today’s development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine’s tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine’s rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.
Table of Contents (12 chapters)
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4
4. Unreal Engine, C++, and You
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10
10. Goodbyes and Thank yous
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11
Index
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Working with our first plugin module


Now that we have described our plugin and its module, we can begin to specify what our only code module within the plugin is going to do. The purpose of the PowerUpPlugin is to create a power-up type we can include in a game code object that will be constructed with a random power-up type. We can then identify this type from within the game code and enact functionality based on that type. As we are going to be creating a type that needs to be identified by the engine, we will need to inherit our type from UObject. This means our plugin is going to need access to the CoreUObject module provided by the engine. This also means that our plugin module will need to be publically exposed to our project codebase so we may include the plugin type. This is creating the aforementioned static link between the plugin and the project codebase.

PowerUpPlugin.Build.cs

We can create these associations by modifying the .Build.cs file. You will notice that the Build.cs file...

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