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William Sherif - Unreal Engine 4 Scripting with C++ Cookbook

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William Sherif Unreal Engine 4 Scripting with C++ Cookbook
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Unreal Engine 4 Scripting with C++ Cookbook: summary, description and annotation

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Key Features
  • 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
Book 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 Unreals 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.

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
About the Author

William Sherif is a C++ programmer with more than eight years of experience in the programming world, ranging from game programming to web programming. He also worked as a university course instructor (sessional) for seven years. Additionally, he released several apps on the iTunes store, including Strum and MARSHALL OF THE ELITE SQUADRON. In the past, he has won acclaim for delivering course material in an easy-to-understand manner.

Stephen Whittle is a game developer and educator with nearly 10 years of development experience, most of which has been done using Unreal Engine. He is a community contributor to the engine, with features or bug fixes included in almost every major version of the engine since its public release.

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

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Unreal Engine 4 Scripting with C++ Cookbook

Table of Contents
Unreal Engine 4 Scripting with C++ Cookbook

Unreal Engine 4 Scripting with C++ Cookbook

Copyright 2016 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: October 2016

Production reference: 1171016

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78588-554-9

www.packtpub.com

Credits

Author

William Sherif

Stephen Whittle

Reviewer

John Doran

Commissioning Editor

Amarabha Banerjee

Acquisition Editor

Smeet Thakkar

Content Development Editor

Prashanth G

Technical Editor

Sunith Shetty

Copy Editor

Sonia Mathur

Project Coordinator

Ulhas Kambali

Proofreader

Safis Editing

Indexer

Hemangini Bari

Graphics

Jason Monteiro

Abhinash Sahu

Production Coordinator

Melwyn Dsa

Cover Work

Melwyn Dsa

About the Authors

WilliamSherif is a C++ programmer with more than eight years of experience in the programming world, ranging from game programming to web programming. He also worked as a university course instructor (sessional) for seven years. Additionally, he released several apps on the iTunes store, including Strum and MARSHALL OF THE ELITE SQUADRON. In the past, he has won acclaim for delivering course material in an easy-to-understand manner.

StephenWhittle is a game developer and educator with nearly 10 years of development experience, most of which has been done using Unreal Engine. He is a community contributor to the engine, with features or bug fixes included in almost every major version of the engine since its public release.

I'd like to thank God; my partner, Nichelle; and my family and colleagues for their constant support while I wrote this book. Epic Games, in particular Mike Fricker and Alex Paschall, have also provided invaluable assistance.

About the Reviewer

John Doran is a technical game designer who has been creating games for over 10 years. He has worked on an assortment of games in teams from just himself to over 70 in student, mod, and professional projects in different roles from game designer to lead UI programmer. He previously worked at LucasArts on Star Wars 1313 as a game designer. He later graduated from DigiPen Institute of Technology in Redmond, WA, with a bachelor of science in game design.

In addition to working at DigiPen Game Studios, John is currently a part of DigiPen's research and development branch in Singapore. He is also the lead instructor of the DigiPen-Ubisoft campus game programming program, instructing graduate-level students in an intensive, advanced game-programming curriculum. He also tutors and assists students on various subjects, including C#, C++, Unreal, Unity, and game design.

He has authored Unity 5.x Game Development Blueprints , Unreal Engine Game Development Cookbook , Building an FPS Game in Unity , Unity Game Development Blueprints , Getting Started with UDK , UDK Game Development , Mastering UDK Game Development , and coauthored UDK iOS Game Development Beginner's Guide , all by Packt Publishing. You can find more about him at http://johnpdoran.com.

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Preface

Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers for game developers. With more than 80 practical recipes, this book is a guide that showcases techniques to use the power of C++ scripting while developing games with UE4. We will start by adding and editing C++ classes from within the Unreal Editor. Then we will delve into one of Unreal's primary strengthsthe ability for designers to customize programmer-developed actors and components. This will help you understand the benefits of when and how to use C++ as a 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++. Toward the end of this book, you will be empowered to become a top-notch developer with UE4 using C++ as the scripting language.

What this book covers

, UE4 Development Tools , outlines basic recipes to get you started with UE4 game development and the basic tools used to create the code that makes your game.

, Creating Classes , focuses on how to create C++ classes and structs that integrate well with the UE4 Blueprints Editor. These classes will be graduated versions of regular C++ classes called UCLASSES.

, Memory Management and Smart Pointers , takes the reader through using all three types of pointer and mentions some common pitfalls regarding automatic garbage collection. This chapter also shows readers how to use Visual Studio or XCode to interpret crashes or confirm that the functionality is implemented correctly.

, Actors and Components , deals with creating custom actors and components, what purpose each serves, and how they work together.

, Handling Events and Delegates , describes delegates, events, and event handlers, and guides you through creating their own implementations.

, Input and Collision

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