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Unreal Engine 4.x Scripting with C++ Cookbook电子书

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34人正在读 | 0人评论 6.2

作       者:John P. Doran

出  版  社:Packt Publishing

出版时间:2019-03-29

字       数:54.3万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Write efficient, reusable scripts to build custom characters, game environments, and control enemy AI Key Features * Build captivating multiplayer games using Unreal Engine and C++ * Incorporate existing C++ libraries into your game to add extra functionality such as hardware integration * Practical solutions for memory management, error handling, inputs, and collision for your game codebase Book Description Unreal Engine 4 (UE4) is a popular and award-winning game engine that powers some of the most popular games. A truly powerful tool for game development, there has never been a better time to use it for both commercial and independent projects. With more than 100 recipes, this book shows how to unleash the power of C++ while developing games with Unreal Engine. This book takes you on a journey to jumpstart your C++ and UE4 development skills. You will start off by setting up UE4 for C++ development and learn how to work with Visual Studio, a popular code editor. You will learn how to create C++ classes and structs the Unreal way. This will be followed by exploring memory management, smart pointers, and debugging your code. You will then learn how to make your own Actors and Components through code and how to handle input and collision events. You will also get exposure to many elements of game development including creating user interfaces, artificial intelligence, and writing code with networked play in mind. You will also learn how to add on to the Unreal Editor itself. With a range of task-oriented recipes, this book provides actionable information about writing code for games with UE4 using C++. By the end of the book, you will be empowered to become a top-notch developer with UE4 using C++ as your scripting language! What you will learn * Create C++ classes and structs that integrate well with UE4 and the Blueprints editor * Discover how to work with various APIs that Unreal Engine already contains * Utilize advanced concepts such as events, delegates, and interfaces in your UE4 projects * Build user interfaces using Canvas and UMG through C++ * Extend the Unreal Editor by creating custom windows and editors * Implement AI tasks and services using C++, Blackboard, and Behavior Trees * Write C++ code with networking in mind and replicate properties and functions Who this book is for If you are really passionate game developer looking for solutions to common scripting problems, then this is the book for you. Understanding of the fundamentals of game design and C++ is expected to get the most from this book.
目录展开

Contributors

About the authors

About the reviewer

Packt is searching for authors like you

www.PacktPub.com

Why subscribe?

Packt.com

Preface

Who this book is for

What this book covers

To get the most out of this book

Download the example code files

Download the color images

Conventions used

Sections

Getting ready

How to do it…

How it works…

There's more…

See also

Get in touch

Reviews

UE4 Development Tools

Introduction

Technical requirements

Installing Visual Studio

Getting ready

How to do it...

How it works...

Creating and building your first C++ project in Visual Studio

Getting ready

How to do it...

How it works...

There's more...

Changing the code font and color in Visual Studio

Getting ready

How to do it...

How it works...

There's more...

See also

Extension – changing the color theme in Visual Studio

How to do it...

How it works...

Formatting your code (Autocomplete settings) in Visual Studio

Getting ready

How to do it...

How it works...

Shortcut keys in Visual Studio

Getting ready

How to do it...

How it works...

Extended mouse usage in Visual Studio

How to do it...

How it works...

Installing Unreal Engine 4 (UE4)

Getting ready

How to do it...

How it works...

There's more...

Creating your first project in UE4

How to do it...

Creating your first level in UE4

Getting ready

How to do it...

UE4 – hot reloading

Getting ready

How to do it...

UE4 – logging with UE_LOG

Getting ready

How to do it...

How it works...

UE4 – making an FString from FStrings and other variables

Getting ready

How to do it...

Creating Classes

Introduction

Technical requirements

Making a UCLASS – deriving from UObject

Getting ready

How to do it...

How it works...

There's more...

See also

Creating a blueprint from your custom UCLASS

Getting ready

How to do it...

How it works...

Creating a user-editable UPROPERTY

Getting ready

How to do it...

How it works...

There's more...

See also

Accessing a UPROPERTY from blueprints

How to do it...

How it works...

Specifying a UCLASS as the type of a UPROPERTY

Getting ready

How to do it...

How it works...

TSubclassOf

FStringClassReference

Instantiating UObject-derived classes (ConstructObject< > and NewObject< >)

Getting ready

How to do it...

How it works...

There's more...

Destroying UObject-derived classes

Getting ready

How to do it...

How it works...

Creating a USTRUCT

Getting ready

How to do it...

How it works...

There's more...

Creating a UENUM( )

How to do it...

How it works...

Memory Management, Smart Pointers, and Debugging

Introduction

Technical requirements

Unmanaged memory – using malloc( ) / free( )

How to do it...

How it works...

Unmanaged memory – using new/delete

Getting ready

How to do it...

How it works...

There's more...

Managed memory – using NewObject< > and ConstructObject< >

Getting ready

How to do it...

How it works...

There's more...

See also

Managed memory – de-allocating memory

Getting ready

How to do it...

How it works...

Managed memory – smart pointers (TSharedPtr, TWeakPtr, TAutoPtr) to track an object

Getting ready

How to do it...

How it works...

There's more...

Using TScopedPointer to track an object

Getting ready

How to do it...

How it works...

Unreal's garbage collection system and UPROPERTY( )

How to do it...

How it works...

Forcing garbage collection

Getting ready

How to do it...

Breakpoints and stepping through code

Getting ready

How to do it...

How it works...

Finding bugs and using call stacks

Getting ready

How to do it...

How it works...

Using the profiler to identify hot spots

How to do it...

How it works...

Actors and Components

Introduction

Technical requirements

Creating a custom Actor in C++

Getting ready

How to do it...

How it works...

Instantiating an Actor using SpawnActor

How to do it...

How it works...

Creating a UFUNCTION

How to do it...

How it works...

Destroying an Actor using Destroy and a Timer

How to do it...

How it works...

Destroying an Actor after a delay using SetLifeSpan

How to do it...

How it works...

Implementing the Actor functionality by composition

Getting ready

How to do it...

How it works...

See also

Loading assets into components using FObjectFinder

Getting ready

How to do it...

How it works...

Implementing the Actor functionality by inheritance

How to do it...

How it works...

See also

Attaching components to create a hierarchy

How to do it...

How it works...

Creating a custom Actor Component

How to do it...

How it works...

Creating a custom Scene Component

How to do it...

How it works...

See also

Creating an InventoryComponent for an RPG

Getting ready

How to do it...

How it works...

See also

Creating an OrbitingMovement Component

How to do it...

How it works...

Creating a building that spawns units

How to do it...

How it works...

Handling Events and Delegates

Introduction

Technical requirements

Handling events that have been implemented via virtual functions

How to do it...

How it works...

There's more...

Creating a delegate that is bound to a UFUNCTION

Getting ready

How to do it...

How it works...

See also

Unregistering a delegate

Getting ready

How to do it...

How it works...

Creating a delegate that takes input parameters

Getting ready

How to do it...

How it works...

See also

Passing payload data with a delegate binding

Getting ready

How to do it...

How it works...

See also

Creating a multicast delegate

Getting ready

How to do it...

How it works...

Creating a custom Event

Getting ready

How to do it...

How it works...

Creating a Time of Day handler

How to do it...

How it works...

Creating a respawning pickup for a First Person Shooter

How to do it...

How it works...

Input and Collision

Introduction

Technical requirements

Axis Mappings – keyboard, mouse, and gamepad directional input for an FPS character

Getting ready

How to do it...

How it works...

See also

Axis Mappings – normalized input

Getting ready

How to do it...

How it works...

Action Mappings – one-button responses for an FPS character

Getting ready

How to do it...

How it works...

See also

Adding Axis and Action Mappings from C++

Getting ready

How to do it...

How it works...

Mouse UI input handling

Getting ready

How to do it...

How it works...

UMG keyboard UI shortcut keys

Getting ready

How to do it...

How it works...

Collision – letting objects pass through one another using Ignore

Getting ready

How to do it...

How it works...

Collision – picking up objects using Overlap

Getting ready

How to do it...

How it works...

Collision – preventing interpenetration using Block

Getting ready

How to do it...

How it works...

There's more...

Communication Between Classes and Interfaces: Part I

Introduction

Technical requirements

Creating a UInterface

How to do it...

How it works...

See also

Implementing a UInterface on an object

Getting ready

How to do it...

How it works...

Checking if a class implements a UInterface

Getting ready

How to do it...

How it works...

See also

Casting to a UInterface implemented in native code

Getting ready

How to do it...

How it works...

Calling native UInterface functions from C++

Getting ready

How to do it...

How it works...

See also

Inheriting UInterfaces from one another

How to do it...

How it works...

Overriding UInterface functions in C++

Getting ready

How to do it...

How it works...

See also

Implementing a simple interaction system with UInterfaces

Getting ready...

How to do it...

How it works...

Communication Between Classes and Interfaces: Part II

Introduction

Technical requirements

Exposing UInterface methods to Blueprint from a native base class

How to do it...

How it works...

See also

Implementing UInterface functions in Blueprint

How to do it...

How it works...

See also

Overriding C++ UInterface functions through Blueprints

How to do it...

How it works...

Calling Blueprint-defined interface functions from C++

How to do it...

How it works...

Integrating C++ and the Unreal Editor: Part I

Introduction

Technical requirements

Using a class or struct as a blueprint variable

How to do it...

How it works...

There's more...

Creating classes or structs that can be subclassed in Blueprint

How to do it...

How it works...

Creating functions that can be called in Blueprint

How to do it...

How it works...

See also

Creating events that can be implemented in Blueprints

How to do it...

How it works...

Exposing multi-cast delegates to Blueprint

How to do it...

How it works...

See also

Creating C++ enums that can be used in Blueprint

How to do it...

How it works...

Editing class properties in different places in the editor

How to do it...

How it works...

See also

Making properties accessible in the Blueprint editor graph

How to do it...

How it works...

Responding to property changed events from the editor

How to do it...

How it works...

Implementing a native code Construction Script

How to do it...

How it works...

Integrating C++ and the Unreal Editor: Part II

Introduction

Creating a new editor module

How to do it...

How it works...

Creating new toolbar buttons

How to do it...

How it works...

Creating new menu entries

How to do it...

How it works...

Creating a new editor window

How to do it...

How it works...

See also

Creating a new Asset type

How to do it...

How it works...

See also

Creating custom context menu entries for Assets

How to do it...

How it works...

Creating new console commands

Getting ready

How to do it...

How it works...

See also

Creating a new graph pin visualizer for Blueprint

How to do it...

How it works...

Inspecting types with custom Details panels

How to do it...

How it works...

Working with UE4 APIs

Introduction

Technical requirements

Core/Logging API – defining a custom log category

Getting ready

How to do it...

How it works...

There's more...

Core/Logging API – FMessageLog to write messages to the Message Log

Getting ready

How to do it...

How it works...

Core/Math API – rotation using FRotator

Getting ready

How to do it...

Core/Math API – rotation using FQuat

Getting ready

How to do it...

How it works...

There's more...

API – rotation using FRotationMatrix to have one object face another

Getting ready

How to do it...

How it works...

GameplayAbilities API – triggering an actor's gameplay abilities with game controls

Getting ready

How to do it...

How it works...

There's more...

See also

GameplayAbilities API - Implementing stats with UAttributeSet

Getting ready

How to do it...

How it works...

There's more...

GameplayAbilities API – implementing buffs with GameplayEffect

Getting ready

How to do it...

How it works...

There's more...

GameplayTasks API – making things happen with GameplayTasks

Getting ready

How to do it...

How it works...

There's more...

HTTP API – downloading webpages using web requests

Getting ready

How to do it...

How it works...

There's more...

HTTP API – displaying downloaded progress

Getting ready

How to do it...

How it works...

Multiplayer Networking in UE4

Introduction

Technical requirements

Testing your game as a client and a server simultaneously

How to do it...

How it works...

Replicating properties over the network

How to do it...

How it works...

There's more...

Replicating functions over the network

How to do it...

How it works...

See also...

Handling UI network events

Getting ready...

How to do it...

How it works...

See also...

AI for Controlling NPCs

Introduction

Technical requirements

Implementing a simple following behavior

Getting ready

How to do it...

How it works...

Laying down a Navigation Mesh

Getting ready

How to do it...

How it works...

Creating a Blackboard

How to do it...

How it works...

Creating a Behavior Tree

How to do it...

How it works...

Connecting a Behavior Tree to a Character

Getting ready

How to do it...

How it works...

Creating a BTService

Getting ready...

How to do it...

How it works...

Creating a BTTask

Getting ready...

How to do it...

How it works...

User Interfaces - UI and UMG

Introduction

Technical requirements

Drawing using Canvas

Getting ready...

How to do it...

How it works...

See also...

Adding Slate Widgets to the screen

Getting ready

How to do it...

How it works...

Creating screen size-aware scaling for the UI

Getting ready

How to do it...

Using the In-Editor method

Using the Config file method

How it works...

See also

Displaying and hiding a sheet of UMG elements in-game

How to do it...

How it works...

Attaching function calls to Slate events

Getting ready

How to do it...

How it works...

Using Data Binding with Unreal Motion Graphics

How to do it...

How it works...

Controlling widget appearance with Styles

How to do it...

How it works...

Creating a custom SWidget/UWidget

Getting ready

How to do it...

How it works...

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