Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Benjamin Carnall Benjamin Carnall
Author Profile Icon Benjamin Carnall
Benjamin Carnall
Arrow right icon
View More author details
Toc

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

Adding a custom HUD and drawing a cross hair


No first person character perspective is complete without a small cross hair to denote the center of the screen. Let's create one now by making a custom code HUD. Using the C++ class wizard, create a code object that inherits from HUD called BMHUD.

BMHUD class definition

Now, navigate to BMHUD.h. All we need to do here is override the DrawHUD() method so we can define custom HUD functionality, define a default constructor, and add a UTexture2D handle to hold the crosshair image we are going to use. This can be done with the following code:

UCLASS()
class BOSSMODE_API ABMHUD : public AHUD
{
    GENERATED_BODY()

public:
    ABMHUD();

    /** Primary draw call for the HUD */
    virtual void DrawHUD() override;

private:
    /** Crosshair asset pointer */
    class UTexture2D* CrosshairTex;
};

Defining the BMHUD

First off, we need to populate the UTexture2D handle with an appropriate asset. We will do this in the default constructor. Add the following...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime