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Unreal Engine 4 Scripting with C++ Cookbook
Unreal Engine 4 Scripting with C++ Cookbook

Unreal Engine 4 Scripting with C++ Cookbook: Get the best out of your games by scripting them using UE4

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Unreal Engine 4 Scripting with C++ Cookbook

Chapter 2. Creating Classes

This chapter focuses on how to create C++ classes and structs that integrate well with the UE4 Blueprints editor. These classes are graduated versions of the regular C++ classes, and are called UCLASS.

Tip

A UCLASS is just a C++ class with a whole lot of UE4 macro decoration on top. The macros generate additional C++ header code that enables integration with the UE4 Editor itself.

Using UCLASS is a great practice. The UCLASS macro, if configured correctly, can possibly make your UCLASS Blueprintable. The advantage of making your UCLASS Blueprintable is that it can enable your custom C++ objects to have Blueprints visually editable properties (UPROPERTY) with handy UI widgets such as text fields, sliders, and model selection boxes. You can also have functions (UFUNCTION) that are callable from within a Blueprints diagram. Both of these are shown in the following screenshots:

Creating Classes

On the left, two UPROPERTY decorated class members (a UTexture reference and an...

Introduction

The UE4 code is, typically, very easy to write and manage once you know the patterns. The code we write to derive from another UCLASS, or to create a UPROPERTY or UFUNCTION, is very consistent. This chapter provides recipes for common UE4 coding tasks revolving around basic UCLASS derivation, property and reference declaration, construction, destruction, and general functionality.

Making a UCLASS – deriving from UObject

When coding with C++, you can have your own code that compiles and runs as native C++ code, with appropriate calls to new and delete to create and destroy your custom objects. Native C++ code is perfectly acceptable in your UE4 project as long as your new and delete calls are appropriately paired so that no leaks are present in your C++ code.

You can, however, also declare custom C++ classes, which behave like UE4 classes, by declaring your custom C++ objects as UCLASS. UCLASS use UE4's Smart Pointers and memory management routines for allocation and deallocation according to Smart Pointer rules, can be loaded and read by the UE4 Editor, and can optionally be accessed from Blueprints.

Tip

Note that when you use the UCLASS macro, your UCLASS object's creation and destruction must be completely managed by UE4: you must use ConstructObject to create an instance of your object (not the C++ native keyword new), and call UObject::ConditionalBeginDestroy...

Creating a user-editable UPROPERTY

Each UCLASS that you declare can have any number of UPROPERTY declared for it within it. Each UPROPERTY can be a visually editable field, or some Blueprints accessible data member of the UCLASS.

There are a number of qualifiers that we can add to each UPROPERTY, which change the way it behaves from within the UE4 Editor, such as EditAnywhere (screens from which the UPROPERTY can be changed), and BlueprintReadWrite (specifying that Blueprints can both read and write the variable at any time in addition to the C++ code being allowed to do so).

Getting ready

To use this recipe, you should have a C++ project into which you can add C++ code. In addition, you should have completed the preceding recipe, Making a UCLASS – deriving from UObject.

How to do it...

  1. Add members to your UCLASS declaration as follows:
    UCLASS( Blueprintable )
    class CHAPTER2_API UUserProfile : public UObject
    {
      GENERATED_BODY()
      public:
      UPROPERTY(EditAnywhere, BlueprintReadWrite, Category...

Accessing a UPROPERTY from Blueprints

Accessing a UPROPERTY from Blueprints is fairly simple. The member must be exposed as a UPROPERTY on the member variable that you want to access from your Blueprints diagram. You must qualify the UPROPERTY in your macro declaration as being either BlueprintReadOnly or BlueprintReadWrite to specify whether you want the variable to be either readable (only) from Blueprints, or even writeable from Blueprints.

You can also use the special value BlueprintDefaultsOnly to indicate that you only want the default value (before the game starts) to be editable from the Blueprints editor. BlueprintDefaultsOnly indicates the data member cannot be edited from Blueprints at runtime.

How to do it...

  1. Create some UObject-derivative class, specifying both Blueprintable and BlueprintType, such as the following:
    UCLASS( Blueprintable, BlueprintType )
    class CHAPTER2_API UUserProfile : public UObject
    {
      GENERATED_BODY()
      public:
      UPROPERTY(EditAnywhere, BlueprintReadWrite...

Specifying a UCLASS as the type of a UPROPERTY

So, you've constructed some custom UCLASS intended for use inside UE4. But how do you instantiate them? Objects in UE4 are reference-counted and memory-managed, so you should not allocate them directly using the C++ keyword new. Instead, you'll have to use a function called ConstructObject to instantiate your UObject derivative. ConstructObject doesn't just take the C++ class of the object you are creating, it also requires a Blueprint class derivative of the C++ class (a UClass* reference). A UClass* reference is just a pointer to a Blueprint.

How do we instantiate an instance of a particular Blueprint from C++ code? C++ code does not, and should not, know concrete UCLASS names, since these names are created and edited in the UE4 Editor, which you can only access after compilation. We need a way to somehow hand back the Blueprint class name to instantiate to the C++ code.

The way we do this is by having the UE4 programmer select...

Creating a Blueprint from your custom UCLASS

Blueprinting is just the process of deriving a Blueprint class for your C++ object. Creating Blueprint-derived classes from your UE4 objects allows you to edit the custom UPROPERTY visually inside the editor. This avoids hardcoding any resources into your C++ code. In addition, in order for your C++ class to be placeable within the level, it must be Blueprinted first. But this is only possible if the C++ class underlying the Blueprint is an Actor class-derivative.

Note

There is a way to load resources (such as textures) using FStringAssetReferences and StaticLoadObject. These pathways to loading resources (by hardcoding path strings into your C++ code) are generally discouraged, however. Providing an editable value in a UPROPERTY(), and loading from a proper concretely typed asset reference is a much better practice.

Getting ready

You need to have a constructed UCLASS that you'd like to derive a Blueprint class from (see the Making a UCLASS...

Introduction


The UE4 code is, typically, very easy to write and manage once you know the patterns. The code we write to derive from another UCLASS, or to create a UPROPERTY or UFUNCTION, is very consistent. This chapter provides recipes for common UE4 coding tasks revolving around basic UCLASS derivation, property and reference declaration, construction, destruction, and general functionality.

Making a UCLASS – deriving from UObject


When coding with C++, you can have your own code that compiles and runs as native C++ code, with appropriate calls to new and delete to create and destroy your custom objects. Native C++ code is perfectly acceptable in your UE4 project as long as your new and delete calls are appropriately paired so that no leaks are present in your C++ code.

You can, however, also declare custom C++ classes, which behave like UE4 classes, by declaring your custom C++ objects as UCLASS. UCLASS use UE4's Smart Pointers and memory management routines for allocation and deallocation according to Smart Pointer rules, can be loaded and read by the UE4 Editor, and can optionally be accessed from Blueprints.

Tip

Note that when you use the UCLASS macro, your UCLASS object's creation and destruction must be completely managed by UE4: you must use ConstructObject to create an instance of your object (not the C++ native keyword new), and call UObject::ConditionalBeginDestroy() to...

Creating a user-editable UPROPERTY


Each UCLASS that you declare can have any number of UPROPERTY declared for it within it. Each UPROPERTY can be a visually editable field, or some Blueprints accessible data member of the UCLASS.

There are a number of qualifiers that we can add to each UPROPERTY, which change the way it behaves from within the UE4 Editor, such as EditAnywhere (screens from which the UPROPERTY can be changed), and BlueprintReadWrite (specifying that Blueprints can both read and write the variable at any time in addition to the C++ code being allowed to do so).

Getting ready

To use this recipe, you should have a C++ project into which you can add C++ code. In addition, you should have completed the preceding recipe, Making a UCLASS – deriving from UObject.

How to do it...

  1. Add members to your UCLASS declaration as follows:

    UCLASS( Blueprintable )
    class CHAPTER2_API UUserProfile : public UObject
    {
      GENERATED_BODY()
      public:
      UPROPERTY(EditAnywhere, BlueprintReadWrite, Category...

Accessing a UPROPERTY from Blueprints


Accessing a UPROPERTY from Blueprints is fairly simple. The member must be exposed as a UPROPERTY on the member variable that you want to access from your Blueprints diagram. You must qualify the UPROPERTY in your macro declaration as being either BlueprintReadOnly or BlueprintReadWrite to specify whether you want the variable to be either readable (only) from Blueprints, or even writeable from Blueprints.

You can also use the special value BlueprintDefaultsOnly to indicate that you only want the default value (before the game starts) to be editable from the Blueprints editor. BlueprintDefaultsOnly indicates the data member cannot be edited from Blueprints at runtime.

How to do it...

  1. Create some UObject-derivative class, specifying both Blueprintable and BlueprintType, such as the following:

    UCLASS( Blueprintable, BlueprintType )
    class CHAPTER2_API UUserProfile : public UObject
    {
      GENERATED_BODY()
      public:
      UPROPERTY(EditAnywhere, BlueprintReadWrite,...

Specifying a UCLASS as the type of a UPROPERTY


So, you've constructed some custom UCLASS intended for use inside UE4. But how do you instantiate them? Objects in UE4 are reference-counted and memory-managed, so you should not allocate them directly using the C++ keyword new. Instead, you'll have to use a function called ConstructObject to instantiate your UObject derivative. ConstructObject doesn't just take the C++ class of the object you are creating, it also requires a Blueprint class derivative of the C++ class (a UClass* reference). A UClass* reference is just a pointer to a Blueprint.

How do we instantiate an instance of a particular Blueprint from C++ code? C++ code does not, and should not, know concrete UCLASS names, since these names are created and edited in the UE4 Editor, which you can only access after compilation. We need a way to somehow hand back the Blueprint class name to instantiate to the C++ code.

The way we do this is by having the UE4 programmer select the UClass that...

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Key benefits

  • A straightforward and easy-to-follow format
  • A selection of the most important tasks and problems
  • Carefully organized instructions to solve problems efficiently
  • Clear explanations of what you did
  • Solutions that can be applied to solve real-world problems

Description

Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers, for game developers. With more than 100 practical recipes, this book is a guide showcasing techniques to use the power of C++ scripting while developing games with UE4. It will start with adding and editing C++ classes from within the Unreal Editor. It will delve into one of Unreal's primary strengths, the ability for designers to customize programmer-developed actors and components. It will help you understand the benefits of when and how to use C++ as the scripting tool. With a blend of task-oriented recipes, this book will provide actionable information about scripting games with UE4, and manipulating the game and the development environment using C++. Towards the end of the book, you will be empowered to become a top-notch developer with Unreal Engine 4 using C++ as the scripting language.

Who is this book for?

This book is intended for game developers who understand the fundamentals of game design and C++ and would like to incorporate native code into the games they make with Unreal. They will be programmers who want to extend the engine, or implement systems and Actors that allow designers control and flexibility when building levels.

What you will learn

  • Build function libraries (Blueprints) containing reusable code to reduce upkeep
  • Move low-level functions from Blueprint into C++ to improve performance
  • Abstract away complex implementation details to simplify designer workflows
  • Incorporate existing libraries into your game to add extra functionality such as hardware integration
  • Implement AI tasks and behaviors in Blueprints and C++
  • Generate data to control the appearance and content of UI elements
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Publication date : Oct 24, 2016
Length: 452 pages
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Language : English
ISBN-13 : 9781785885549
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Product Details

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Table of Contents

13 Chapters
1. UE4 Development Tools Chevron down icon Chevron up icon
2. Creating Classes Chevron down icon Chevron up icon
3. Memory Management and Smart Pointers Chevron down icon Chevron up icon
4. Actors and Components Chevron down icon Chevron up icon
5. Handling Events and Delegates Chevron down icon Chevron up icon
6. Input and Collision Chevron down icon Chevron up icon
7. Communication between Classes and Interfaces Chevron down icon Chevron up icon
8. Integrating C++ and the Unreal Editor Chevron down icon Chevron up icon
9. User Interfaces – UI and UMG Chevron down icon Chevron up icon
10. AI for Controlling NPCs Chevron down icon Chevron up icon
11. Custom Materials and Shaders Chevron down icon Chevron up icon
12. Working with UE4 APIs Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

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Full star icon Full star icon Full star icon Half star icon Empty star icon 3.1
(7 Ratings)
5 star 14.3%
4 star 28.6%
3 star 14.3%
2 star 42.9%
1 star 0%
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Per Holmes Jun 05, 2020
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I don't understand why everybody is hating on this book, both here and on the publisher website. This is the missing manual for Unreal that Epic never wrote, or a least a completely fine quick start for developers coming into Unreal.It might not be the biggest work of art ever, but I'm getting a lot of basic questions answered. I haven't yet encountered code that doesn't compile, but excuse me, lots of code samples from Epic also don't compile, because the APIs have changed. Still compiles more readily than solutions from Stack Overflow or the rest of the internet.This book is fine. The YouTube tutorials by Reuben Ward are also fine, and the Unreal Learning center also has many great speed tutorials for developers who just need to get into an Unreal headspace.
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Johnny P Dec 15, 2016
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
Could be better, yes. I purchased this book directly from Packt during one of their many sales. I was surprised at the pook review score this was given and thought I should weigh in. UE4 is a hard subject to cover, let alone cover C++. The engine is always changing and moving forward. This means that some code will be out of date. However, most of the material is usable and will help. It will take time and practice. If there was a sea of UE4 C++ books, I could see recommending another book. Typos and some mistakes are unfortunate. I have been doing UE4 development for more than a year and this book helped with tough UE4 C++ subjects that the other books skip. One example was memory management, UOBJECT, UENUM, GameInstance, NewObject, ... The book is worth a serious look.
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Eagletree Mar 08, 2018
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
Edit: I raised this up to 4 stars because I got to thinking about it, I was being too harsh in my criticism of the book. It doesn't seem current in the area I needed, but it's still quite usable for someone needing to learn several basics. The editor module that I'd bought it for was a let down, but that isn't really important for someone new to the engine, it's an advanced feature that most indie developers really don't even need. He does explain basics that would have helped me out greatly three years ago when I started, and for that, the book is a timesaver for people starting out or switching from another engine. I had to redo this and be more unbiased.The main criticism I'd had was that it had old build setup and I was looking for something with the 4.16 and later build examples and it set me off that the publisher isn't keeping errata to keep the book current. Fact is, I found what I was looking for right in the UE4 wiki documentation and could have used his examples as modified by that documentation, but then again, I didn't need them after looking at the wiki, because I was looking for something very specific. That is not a general statement about the book, just about the editor module chapter. I noted that his editor module classes, cover more than you find out on the net, though not what I needed.
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Chris Roda Jan 01, 2017
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
The book does not really go into some of the finer detailed topics such as Networking and multi-player configurations. The book is also written in a scattered somewhat confused fashion. It is a good review and gives good coverage of basic topics. However having some familiarity with the C++ environment in UE4 definitely helps.
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Johannes U. Aug 04, 2017
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
Leider muss ich sagen, dass das Buch nicht wirklich begeistern konnte. Zu wenig Informationen werden mit zu vielen Bildern auf zu vielen Seiten dargestellt. Ich denke, mit der offiziellen Dokumentation, dem Wiki und diversen Tutorials kommt man genauso weit wie mit diesem Buch oder weiter. Das Kapitel über Materialien und Shader beinhaltet z.B. nicht einmal C++ Code - ist schon klar, dass man die mit einer Shading-Language programmiert, doch auch darauf wird nicht wirklich eingegangen. Hier hätte ich mir gewünscht, dass eventuell beschrieben wird, welche Möglichkeiten sich bieten, wenn man den Source Code von Grund auf neu kompiliert und auf diesem Wege in die Grafikpipeline eingreifen kann.
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  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela