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Unreal Engine 4.x Scripting with C++ Cookbook

You're reading from   Unreal Engine 4.x Scripting with C++ Cookbook Develop quality game components and solve scripting problems with the power of C++ and UE4

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Product type Paperback
Published in Mar 2019
Publisher
ISBN-13 9781789809503
Length 708 pages
Edition 2nd Edition
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Authors (3):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Stephen Whittle Stephen Whittle
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Stephen Whittle
William Sherif William Sherif
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William Sherif
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Table of Contents (16) Chapters Close

Preface 1. UE4 Development Tools FREE CHAPTER 2. Creating Classes 3. Memory Management, Smart Pointers, and Debugging 4. Actors and Components 5. Handling Events and Delegates 6. Input and Collision 7. Communication Between Classes and Interfaces: Part I 8. Communication Between Classes and Interfaces: Part II 9. Integrating C++ and the Unreal Editor: Part I 10. Integrating C++ and the Unreal Editor: Part II 11. Working with UE4 APIs 12. Multiplayer Networking in UE4 13. AI for Controlling NPCs 14. User Interfaces - UI and UMG 15. Other Books You May Enjoy

Creating events that can be implemented in Blueprints

Another way that C++ can be more tightly integrated with Blueprint is through the creation of functions that can have Blueprint implementations in native code. This allows a programmer to specify an event and invoke it, without needing to know anything about the implementation. The class can then be subclassed in Blueprint, and another member of the production team can implement a handler for the event without ever having to go near a line of C++.

How to do it...

  1. Create a new StaticMeshActor class called Spotter. Remember to use the Show All Classes button to select StaticMeshActor as the parent class.
  2. Make sure that the following functions are defined and overridden in...
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