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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

Extending C++ into Blueprint

Ok, now that we have implemented a purely C++ based object, let's look at the ways we can extend our code classes into Blueprint and utilize specifiers to communicate more information from our code classes to the engine.

The first thing we are going to do is extend a custom class into Blueprint! This is a very powerful feature of the engine as it allows us to write backend functionality for objects in code, but utilize all of the association tools of the Editor for things such as assigning materials, meshes, sounds, and other asset-based functionality. To successfully extend a code class into blueprint you must provide information to the engine about the class through specifiers. These specifiers act as input arguments for macros such as UFUNCITON(), UPROPERTY(), and UCLASS().

Extending a class with no macro specifier support

Let's see what happens when we attempt to extend our AHelloSphere C++ class we just made, which exists purely in C++. The AHelloSphere...

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