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Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition
book

Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition

by John P. Doran, William Sherif, Stephen Whittle
March 2019
Intermediate to advanced
708 pages
17h 9m
English
Packt Publishing
Content preview from Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition

How it works...

The first class is the actual object that can exist in the game at runtime. It's your texture, data file, or curve data whatever you require.

For the purpose of this recipe, the simplest example is an asset that has an FString property to contain a name.

The property is marked as UPROPERTY so that it remains in memory, and additionally marked as EditAnywhere so that it is editable on both the default object and on instances of it.

The second class is Factory. Unreal uses the Factory design pattern to create instances of assets.

This means that there is a generic base Factory that uses virtual methods to declare the interface of object creation, and then Factory subclasses are responsible for creating the actual object in ...

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Publisher Resources

ISBN: 9781789809503