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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project 2. Setting Up Your Warrior FREE CHAPTER 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

C++ data structure


Now creating a data structure will require us to create a new class, a new C++ class, and we can base it on anything. I like to use Actor as my base.

And as always, ladies first! Oh, I mean header files first. My header file setup is going to be simple, but it is very important, as much counts on that.

GameDataTables.h

Starting with the include statements as always, and as you can see, nothing fancy, but I have included a new header file that will allow me to manage the data table, which is DataTable.h:

#include "Engine/DataTable.h"
#include "GameFramework/Actor.h"
#include "GameDataTables.generated.h"

Then I started to directly build my structs. Remember the ones we created in blueprint? Now it is the time to create ones in C++. I built two structures using the word struct and the macro USTRUCT.

The first one is called FWeaponStruct, which is the type of FTableRowBase which is the equal of data table asset in a blueprint case. Within this struct, I've defined the same four...

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