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Unreal Engine 4. x Scripting with C++ Cookbook : Develop Quality Game Components and Solve Scripting Problems with the Power of C++ and UE4.

Author: John P Doran; William Sherif; Stephen Whittle
Publisher: Birmingham : Packt Publishing Ltd, 2019.
Edition/Format:   eBook : Document : English : 2nd edView all editions and formats
Summary:
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 ...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
P. Doran, John.
Unreal Engine 4. x Scripting with C++ Cookbook : Develop Quality Game Components and Solve Scripting Problems with the Power of C++ and UE4, 2nd Edition.
Birmingham : Packt Publishing Ltd, ©2019
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: John P Doran; William Sherif; Stephen Whittle
ISBN: 9781789803372 1789803373
OCLC Number: 1096518646
Notes: Getting ready
Description: 1 online resource (693 pages)
Contents: Cover; Title Page; Copyright and Credits; Contributors; www.PacktPub.com; Table of Contents; Preface; Chapter 1: 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 StudioGetting 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 ... ; Chapter 2: 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 UPROPERTYGetting 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 ... ; Chapter 3: 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

Abstract:

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 ...

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