
Unreal Engine 4.x Scripting with C++ Cookbook
Develop quality game components and solve scripting problems with the power of C++ and UE4
Packt Publishing
2nd Edition
Published on 29. March 2019
Book
Paperback/Softback
708 pages
978-1-78980-950-3 (ISBN)
Description
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 DescriptionUnreal 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 forIf 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.
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 DescriptionUnreal 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 forIf 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.
More details
Edition
2nd Revised edition
Language
English
Place of publication
Birmingham
United Kingdom
Edition type
Revised edition
Dimensions
Height: 235 mm
Width: 191 mm
Thickness: 38 mm
Weight
1298 gr
ISBN-13
978-1-78980-950-3 (9781789809503)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

John P. Doran | William Sherif | Stephen Whittle
Unreal Engine 4.x Scripting with C++ Cookbook
Develop quality game components and solve scripting problems with the power of C++ and UE4
E-Book
06/2024
2nd Edition
Packt Publishing Limited
€32.49
Available for download
Persons
John P. Doran is a passionate and seasoned technical game designer, software engineer, and author who is based in Songdo, South Korea. His passion for game development began at an early age. He graduated from DigiPen Institute of Technology with a Bachelor of Science in Game Design and a Master of Science in Computer Science from Bradley University.
For over a decade, John has gained extensive hands-on expertise in game development, working in various roles ranging from game designer to lead UI programmer in teams ranging from just himself to over 70 people in student, mod, and professional game projects, including working at LucasArts on Star Wars: 1313. Additionally, John has worked in game development education teaching in Singapore, South Korea, and the United States. To date, he has authored over 10 books pertaining to game development.
John is currently an Instructor at George Mason University Korea. Prior to his present ventures, he was an award-winning videographer. William Sherif is a C++ programmer with more than eight years' 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' development experience, most of which has been done using the Unreal Engine. He is a community contributor to the engine, having features or bug fixes included in almost every major version of the engine since its public release.
For over a decade, John has gained extensive hands-on expertise in game development, working in various roles ranging from game designer to lead UI programmer in teams ranging from just himself to over 70 people in student, mod, and professional game projects, including working at LucasArts on Star Wars: 1313. Additionally, John has worked in game development education teaching in Singapore, South Korea, and the United States. To date, he has authored over 10 books pertaining to game development.
John is currently an Instructor at George Mason University Korea. Prior to his present ventures, he was an award-winning videographer. William Sherif is a C++ programmer with more than eight years' 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' development experience, most of which has been done using the Unreal Engine. He is a community contributor to the engine, having features or bug fixes included in almost every major version of the engine since its public release.
Content
Table of Contents
UE4 Development Tools
Creating Classes
Memory Management, Smart Pointers, and Debugging
Actors and Components
Handling Events and Delegates
Input and Collision
Communication Between Classes and Interfaces - Part I
Communication Between Classes and Interfaces - Part II
Integrating C++ and the Unreal Editor - Part I
Integrating C++ and the Unreal Editor - Part II
Working with UE4 APIs
Multiplayer Networking in UE4
AI for Controlling NPCs
User Interfaces
UE4 Development Tools
Creating Classes
Memory Management, Smart Pointers, and Debugging
Actors and Components
Handling Events and Delegates
Input and Collision
Communication Between Classes and Interfaces - Part I
Communication Between Classes and Interfaces - Part II
Integrating C++ and the Unreal Editor - Part I
Integrating C++ and the Unreal Editor - Part II
Working with UE4 APIs
Multiplayer Networking in UE4
AI for Controlling NPCs
User Interfaces