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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
Languages
Tools
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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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Toc

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

To get the most out of this book

  • This book assumes familiarity with the C++ programming language, an understanding of what different programming operators mean, and basic knowledge of the concepts of object-oriented programming
  • Basic familiarity with using the Unreal Engine editor is beneficial, but not required

Download the example code files

You can download the example code files for this book from your account at www.packt.com. If you purchased this book elsewhere, you can visit www.packt.com/support and register to have the files emailed directly to you.

You can download the code files by following these steps:

  1. Log in or register at www.packt.com.
  2. Select the SUPPORT tab.
  3. Click on Code Downloads & Errata.
  4. Enter the name of the book in the Search box and follow the onscreen instructions.

Once the file is downloaded, please make sure that you unzip or extract the folder using the latest version of:

  • WinRAR/7-Zip for Windows
  • Zipeg/iZip/UnRarX for Mac
  • 7-Zip/PeaZip for Linux

The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Unreal-Engine-4.x-Scripting-with-C-Cookbook---Second-edition. In case there's an update to the code, it will be updated on the existing GitHub repository.

We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

Download the color images

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "Start typing Theme Editor into the search box at the right."

A block of code is set as follows:

FString name = "Tim"; 
int32 mana = 450; 
FString string = FString::Printf( TEXT( "Name = %s Mana = 
%d" ), *name, mana );

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

// Fill out your copyright notice in the Description page of Project Settings.

#include "Chapter_01GameModeBase.h"

void AChapter_01GameModeBase::BeginPlay()
{
Super::BeginPlay();
}

Bold: Indicates a new term, an important word, or words that you see onscreen. For example, words in menus or dialog boxes appear in the text like this. Here is an example: "Play around with the font and font size of Text Editor/Plain Text."

Warnings or important notes appear like this.
Tips and tricks appear like this.
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