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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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Using a class or struct as a blueprint variable

Types that you declare in C++ do not automatically get incorporated into Blueprint for use as variables. This recipe shows you how to make them accessible so that you can use custom native code types as Blueprint function parameters.

How to do it...

  1. Create a new class using the editor. Unlike previous chapters, we are going to create an Object-based class. Object isn't visible in the default list of common classes, so we need to tick the Show All Classes button in the editor UI, then select Object. Afterward, click on the Next button:

  1. Name your new Object subclass TileType and then click on the Create Class button:
  1. Add the following properties to the TileType definition...

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