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  • Book Overview & Buying Unreal Engine 4.x Scripting with C++ Cookbook
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Unreal Engine 4.x Scripting with C++ Cookbook

Unreal Engine 4.x Scripting with C++ Cookbook

By : John P. Doran, Sherif, Whittle
4.1 (10)
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Unreal Engine 4.x Scripting with C++ Cookbook

Unreal Engine 4.x Scripting with C++ Cookbook

4.1 (10)
By: John P. Doran, Sherif, Whittle

Overview of this book

Unreal Engine 4 (UE4) is a popular and award-winning game engine that powers some of the most popular games. A truly powerful tool for game development, there has never been a better time to use it for both commercial and independent projects. With more than 100 recipes, this book shows how to unleash the power of C++ while developing games with Unreal Engine. This book takes you on a journey to jumpstart your C++ and UE4 development skills. You will start off by setting up UE4 for C++ development and learn how to work with Visual Studio, a popular code editor. You will learn how to create C++ classes and structs the Unreal way. This will be followed by exploring memory management, smart pointers, and debugging your code. You will then learn how to make your own Actors and Components through code and how to handle input and collision events. You will also get exposure to many elements of game development including creating user interfaces, artificial intelligence, and writing code with networked play in mind. You will also learn how to add on to the Unreal Editor itself. With a range of task-oriented recipes, this book provides actionable information about writing code for games with UE4 using C++. By the end of the book, you will be empowered to become a top-notch developer with UE4 using C++ as your scripting language!
Table of Contents (16 chapters)
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Introduction

This chapter shows you how to write your own UInterfaces, and demonstrates how to take advantage of them within C++ to minimize class coupling and help keep your code clean.

In your game projects, you will sometimes require a series of potentially disparate objects to share a common functionality, but it would be inappropriate to use inheritance because there is no is-a relationship between the different objects in question. Languages such as C++ tend to use multiple inheritance to solve this issue.

However, in Unreal, if you wanted functions from both parent classes to be accessible to Blueprint, you would need to make both of them UCLASS. This is a problem for two reasons. Inheriting from UClass twice in the same object would break the concept that UObject should form a neatly traversable hierarchy. It also means that there are two instances of the UClass methods...

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