Unreal Engine 4 Scripting with C++ Cookbook

More Information
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
About

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.

Features
  • 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
Page Count 452
Course Length 13 hours 33 minutes
ISBN 9781785885549
Date Of Publication 23 Oct 2016
Introduction
Installing Visual Studio
Creating and building your first C++ project in Visual Studio
Changing the code font and color in Visual Studio
Extension – changing the color theme in Visual Studio
Formatting your code (Autocomplete settings) in Visual Studio
Shortcut keys in Visual Studio
Extended mouse usage in Visual Studio
UE4 – installation
UE4 – first project
UE4 – creating your first level
UE4 – logging with UE_LOG
UE4 – making an FString from FStrings and other variables
Project management on GitHub – getting your Source Control
Project management on GitHub – using the Issue Tracker
Project management on VisualStudio.com – managing the tasks in your project
Project management on VisualStudio.com – constructing user stories and tasks
Introduction
Unmanaged memory – using malloc( )/free( )
Unmanaged memory – using new/delete
Managed memory – using NewObject< > and ConstructObject< >
Managed memory – deallocating memory
Managed memory – smart pointers (TSharedPtr, TWeakPtr, TAutoPtr) to track an object
Using TScopedPointer to track an object
Unreal's garbage collection system and UPROPERTY( )
Forcing garbage collection
Breakpoints and stepping through code
Finding bugs and using call stacks
Using the Profiler to identify hot spots
Introduction
Axis Mappings – keyboard, mouse and gamepad directional input for an FPS character
Axis Mappings – normalized input
Action Mappings – one button responses for an FPS character
Adding Axis and Action Mappings from C++
Mouse UI input handling
UMG keyboard UI shortcut keys
Collision – letting objects pass through one another using Ignore
Collision – picking up objects using Overlap
Collision – preventing interpenetration using Block
Introduction
Core/Logging API – Defining a custom log category
Core/Logging API – FMessageLog to write messages to the Message Log
Core/Math API – Rotation using FRotator
Core/Math API – Rotation using FQuat
Core/Math API – Rotation using FRotationMatrix to have one object face another
Landscape API – Landscape generation with Perlin noise
Foliage API – Adding trees procedurally to your level
Landscape and Foliage API – Map generation using Landscape and Foliage APIs
GameplayAbilities API – Triggering an actor's gameplay abilities with game controls
GameplayAbilities API – Implementing stats with UAttributeSet
GameplayAbilities API – Implementing buffs with GameplayEffect
GameplayTags API – Attaching GameplayTags to an Actor
GameplayTasks API – Making things happen with GameplayTasks
HTTP API – Web request
HTTP API – Progress bars

Authors

William Sherif

William Sherif is a C++ programmer with more than eight years' experience in the programming world, ranging from game programming to web programming. He also worked as a university course instructor (sessional) for seven years. Additionally, he released several apps on the iTunes store, including Strum and MARSHALL OF THE ELITE SQUADRON. In the past, he has won acclaim for delivering course material in an easy-to-understand manner.

Stephen Whittle

Stephen Whittle is a game developer and educator with nearly 10 years' development experience, most of which has been done using the Unreal Engine. He is a community contributor to the engine, having features or bug fixes included in almost every major version of the engine since its public release.