This tutorial is designed to guide you on how to effectively use Blueprints and C++ to create game logic in Unreal Engine. By the end of this tutorial, you'll be able to create and manipulate game objects using both Blueprints and C++, and understand how they integrate together.
Unreal Engine provides two primary methods for creating game logic: C++ and Blueprint Visual Scripting system. Blueprints are node-based systems that are great for creating game-play elements, whereas C++ is more robust and allows for more control and flexibility.
Blueprints are a form of visual scripting that are used in Unreal Engine. They include a variety of uses such as AI scripting, basic game logic, and more.
To use C++ in Unreal, you need to create a new C++ class.
You can call C++ functions from Blueprints. To do this, you need to create a C++ function and mark it as a UFUNCTION(). Then, you can call this function in your Blueprint.
In this example, we'll create a simple Blueprint that prints a message when the game starts.
In this example, we'll create a C++ function and call it from a Blueprint.
// This is your .h file
UCLASS()
class YOURGAME_API AYourClass : public AActor
{
GENERATED_BODY()
public:
// This function will be callable in Blueprints
UFUNCTION(BlueprintCallable, Category = "My Functions")
void MyFunction();
};
// This is your .cpp file
void AYourClass::MyFunction()
{
UE_LOG(LogTemp, Warning, TEXT("MyFunction was called!"));
}
Remember to experiment with what you've learned and try to create your own game logic. This is the best way to learn and improve your skills. Happy coding!