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
Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

Arrow left icon
Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project FREE CHAPTER 2. Setting Up Your Warrior 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

C++ data structure

Now creating a data structure will require us to create a new class, a new C++ class, and we can base it on anything. I like to use Actor as my base.

C++ data structure

And as always, ladies first! Oh, I mean header files first. My header file setup is going to be simple, but it is very important, as much counts on that.

GameDataTables.h

Starting with the include statements as always, and as you can see, nothing fancy, but I have included a new header file that will allow me to manage the data table, which is DataTable.h:

#include "Engine/DataTable.h"
#include "GameFramework/Actor.h"
#include "GameDataTables.generated.h"

Then I started to directly build my structs. Remember the ones we created in blueprint? Now it is the time to create ones in C++. I built two structures using the word struct and the macro USTRUCT.

The first one is called FWeaponStruct, which is the type of FTableRowBase which is the equal of data table asset in a blueprint case. Within this struct...

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