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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 content levelIntermediate to advanced
708 pages
17h 9m
English
Packt Publishing
Content preview from Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition

How to do it...

  1. First, we will update the MyCustomAsset class to be editable in Blueprints and reflect what we'll be doing in this recipe. Go to MyCustomAsset.h and update it to the following code:
#pragma once#include "CoreMinimal.h"#include "UObject/NoExportTypes.h"#include "MyCustomAsset.generated.h"UCLASS(BlueprintType, EditInlineNew)class CHAPTER_10_API UMyCustomAsset : public UObject{  GENERATED_BODY()public:    UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Custom Asset")    FString ColorName;  };
  1. From the Chapter_10Editor folder, create a new file called MyCustomAssetPinFactory.h .
  2. Inside the header, add the following code:
#pragma once#include "EdGraphUtilities.h"#include "MyCustomAsset.h"#include "SGraphPinCustomAsset.h"struct ...
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Unreal Engine 4 Scripting with C++ Cookbook

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Publisher Resources

ISBN: 9781789809503Supplemental Content