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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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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

Displaying and hiding a sheet of UMG elements in-game

We have already discussed how to add a widget to the viewport, which means that it will be rendered on the player's screen.

However, what if we want to have UI elements that are toggled based on other factors, such as proximity to certain Actors, or a player holding a key down, or if we want a UI that disappears after a specified time?

How to do it...

  1. Create a new GameModeBase class called ToggleHUDGameMode:
  1. Add the following UPROPERTY and function definitions to the ToggleHUDGameMode.h file:
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "SlateBasics.h"
#include "ToggleHUDGameMode.generated...
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