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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
Languages
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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 DLLBind


One thing to note is that currently, DLLBind only works with the 32-bit code. If your ConTEXT or batch files are set up to run the Win64 folder's UDK.exe, then you need to change it to run from Win32 for DLLBind to work. You will get a compiler warning about it if you try to compile with the Win64 UDK.exe.

First up, we need to create the DLL. I've provided one in the files included with the book, but for reference sake, here is the code inside it:

#include "stdafx.h"
#include <stdio.h>

extern "C"
{
  __declspec(dllexport) void DLLFunction(wchar_t* s)
  {
    MessageBox(0, s, L"DLL has been called!", MB_OK);
  }
}

Basically, we're creating a function called DLLFunction that takes a wchar_t (equivalent of a string) and pops up an OK box with the string as a message.

  1. Grab AwesomeDLL.dll from the files included with the book and place the .dll in the UDK-AwesomeGame\Binaries\Win32\UserCode folder.

  2. Now for the UnrealScript side of things. We're going to use our...

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