Unreal Engine 4 Scripting with C++ Cookbook
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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 |
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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 |
Laying down a Navigation Mesh |
Following behavior |
Connecting a Behavior Tree to a Character |
Constructing Task nodes |
Using Decorators for conditions |
Using periodic services |
Using Composite nodes – Selectors, Sequences, and Simple Parallel |
AI for a Melee Attacker |
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 |