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Unreal Engine 4.X By Example

You're reading from   Unreal Engine 4.X By Example An example-based practical guide to get you up and running with Unreal Engine 4.X

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Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
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Author (1):
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Benjamin Carnall Benjamin Carnall
Author Profile Icon Benjamin Carnall
Benjamin Carnall
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Table of Contents (12) Chapters Close

Preface 1. Introduction to Unreal Engine 4 FREE CHAPTER 2. Blueprints and Barrels – Your First Game 3. Advanced Blueprint, Animation, and Sound 4. Unreal Engine, C++, and You 5. Upgrade Activated – Making Bounty Dash with C++ 6. Power Ups for Your Character, Power Ups for the User 7. Boss Mode Activated – Unreal Robots 8. Advanced AI and Unreal Rendering 9. Creating a Networked Shooter 10. Goodbyes and Thank yous Index

Adding a custom HUD and drawing a cross hair


No first person character perspective is complete without a small cross hair to denote the center of the screen. Let's create one now by making a custom code HUD. Using the C++ class wizard, create a code object that inherits from HUD called BMHUD.

BMHUD class definition

Now, navigate to BMHUD.h. All we need to do here is override the DrawHUD() method so we can define custom HUD functionality, define a default constructor, and add a UTexture2D handle to hold the crosshair image we are going to use. This can be done with the following code:

UCLASS()
class BOSSMODE_API ABMHUD : public AHUD
{
    GENERATED_BODY()

public:
    ABMHUD();

    /** Primary draw call for the HUD */
    virtual void DrawHUD() override;

private:
    /** Crosshair asset pointer */
    class UTexture2D* CrosshairTex;
};

Defining the BMHUD

First off, we need to populate the UTexture2D handle with an appropriate asset. We will do this in the default constructor. Add the following...

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