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Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

You're reading from   Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide Create games beyond your imagination with the Unreal Development Kit

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Product type Paperback
Published in Dec 2011
Publisher Packt
ISBN-13 9781849691925
Length 466 pages
Edition 1st Edition
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Author (1):
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Rachel Cordone Rachel Cordone
Author Profile Icon Rachel Cordone
Rachel Cordone
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Table of Contents (18) Chapters Close

Unreal Development Kit Game Programming with UnrealScript
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Project Setup and Test Environments FREE CHAPTER 2. Storing and Manipulating Data 3. Understanding the Class Tree 4. Making Custom Classes 5. Using Functions 6. Using States to Control Behavior 7. Working with Kismet 8. Creating Multiplayer Games 9. Debugging and Optimization 10. Odds and Ends Pop Quiz Answers Index

Time for action – Using function parameters


Time to pass some variables around! Let's start with the PostBeginPlay function in our AwesomeEnemySpawner class.

  1. We haven't defined the PostBeginPlay function for our AwesomeEnemySpawner class, so let's do it now, and let's add an int to the function parameters:

    function PostBeginPlay(int MyInt)
    {
    }

    Compile the code. Uh oh, an error right out of the gate:

    Error, Redefinition of 'function PostBeginPlay' differs from original; different number of parameters

    This is the most important thing to remember about function parameters. Once a function is defined, if it's ever used in a subclass, then it must have the exact same number and type of parameters as the original. The names of the variables don't have to be the same, but if the original function has a bool and an int, any subclasses must have a bool and an int in their parameters.

  2. Let's take a look at an example of this. We've been using the Tick function a lot. If we look in Actor.uc where it's declared...

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