October 2016
Intermediate to advanced
452 pages
9h 47m
English
While this book focuses on C++, when developing with Unreal, a more standard workflow is to implement core gameplay functionality as well as performance-critical code in C++, and expose those features to Blueprint to allow designers to prototype gameplay, which can then be refactored by programmers with additional Blueprint features, or pushed back down to the C++ layer.
One of the most common tasks, then, is to mark up our classes and structs in such a way that they are visible to the Blueprint system.
Actor class using the editor wizard; call it BaseEnemy.UPROPERTY to the class:UPROPERTY() FString WeaponName; UPROPERTY() int32 MaximumHealth; ...
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