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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

Introduction

This chapter shows you how to write your own UInterfaces, and demonstrates how to take advantage of them within C++ to minimize class coupling and help keep your code clean.

In your game projects, you will sometimes require a series of potentially disparate objects to share a common functionality, but it would be inappropriate to use inheritance because there is no is-a relationship between the different objects in question. Languages such as C++ tend to use multiple inheritance to solve this issue.

However, in Unreal, if you wanted functions from both parent classes to be accessible to Blueprint, you would need to make both of them UCLASS. This is a problem for two reasons. Inheriting from UClass twice in the same object would break the concept that UObject should form a neatly traversable hierarchy. It also means that there are two instances of the UClass methods...

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