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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

Class modifiers


Class modifiers change the way a class behaves in the editor and in the engine. Two of them we have seen before, but let's go through them to see how they're used.

Class modifiers are always specified at the top of our class in the class declaration line.

Placeable

This one we've used before, it tells the editor that this class can be placed in the editor. This is useful for most objects such as lights, player starts, weapon spawners, and so on. Some things don't need to be placed in the editor such as our PlayerController or Pawn, since those are spawned by the game during play. Some things wouldn't make sense to be placeable, such as a HUD. Things like that aren't level-specific, they're spawned and assigned to the player during the game. Generally, placeable classes are only those things that are level-specific and need to be put in a specific place in the level.

We can see an example right in our own code with our AwesomeWeaponUpgrade class:

class AwesomeWeaponUpgrade extends...
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