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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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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

Creating a new graph pin visualizer for Blueprint

Within the Blueprint system, we can use instances of our MyCustomAsset class as variables, provided we mark that class as a BlueprintType in its UCLASS macro. However, by default, our new asset is simply treated as a UObject, and we can't access any of its members:

For some types of assets, we might wish to enable in-line editing of literal values in the same way that classes such as FVector support the following:

To enable this, we need to use a Graph Pin visualizer. This recipe will show you how to enable in-line editing of an arbitrary type using a custom widget defined by you.

How to do it...

  1. First, we will update the MyCustomAsset class to be editable in Blueprints...
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