UE C++
Unreal Engine programming C++
General information
Crash course: Converting Blueprints to C++. Documentation: Gameplay Architecture.
- UPROPERTY
- UFUNCTION
- BLUEPRINT PURE / CALLABLE
- BLUEPRINT IMPLEMENTABLE EVENT
- BLUEPRINT NATIVE EVENT
- DELEGATES
Common includes
Class | #include |
---|---|
UWorld | Engine/World.h |
AActor | GameFramework/Actor.h |
UActorComponent | Components/ActorComponent.h |
USceneComponent | Components/SceneComponent.h |
UGameplayStatics | Engine/World.h |
UKismetSystemLibrary | Kismet/GameplayStatics.h |
UKismetMathLibrary* | Kismet/KismetMathLibrary.h |
FMath | Math/UnrealMathUtility.h |
UPhysicsHandleComponent | PhysicsEngine/PhysicsHandleComponent.h |
- (*) KismetMath is usually a wrapper to FMath.
Mapping types
Blueprint | C++ |
---|---|
String | FString |
Name | FName |
Vector | FVector |
Rotator | FRotator |
Transform | FTransform |
Object | UObject* |
Actor | AActor* |
ActorComponent | UActorComponent* |
Float | float |
- | double |
Integer | int32 |
- | uint32 |
Integer64 | int64 |
- | uint64 |
Bool | bool |
Properties Visibility
- Blueprint:
- BlueprintReadonly
- BlueprintReadWrite
- Defaults and instance:
- VisibleAnywhere
- EditAnywhere
- Only defaults:
- VisibleDefaultsOnly
- EditDefaultsOnly
- Only instance:
- VisibleInstanceOnly
- EditInstanceOnly
Tips
You can create C++ files either manually or using the UE editor, first case requires to regenerate project files (left click on .uproject Generate Visual Studio Project Files).
After syncing files with Git, it’s a good idea to regenerate project files.
If Hot reloading doesn’t seem to take your changes, close editor and Rebuild project.
How to found BP nodes? Put your mouse over the node, see target and try to lookup for the file and lastly search for some keyword on the function name. For example:
Useful tools
- Recommended IDE: Rider for UE.
- Recommended Git App: Github Desktop.
- PlasticSCM.
Examples
Struct template
Sample UE C++ Struct (note F prefix):
// MyStruct.h
#pragma once
#include "MyStruct.generated.h"
USTRUCT(BlueprintType)
struct FMyStruct
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly)
AActor* Character;
FMyStruct();
};
// MyStruct.cpp
FMyStruct::FMyStruct()
{
Character = nullptr;
}
Enum template
Sample UE C++ enum.
#pragma once
#include "Enums.generated.h"
UENUM(BlueprintType)
enum class EDirection : uint8
{
Left UMETA(DisplayName = "Left"),
Right UMETA(DisplayName = "Right"),
Front UMETA(DisplayName = "Front"),
Back UMETA(DisplayName = "Back")
};
// You can add more enums here...
Interfaces
Sample interface:
#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "MyInterface.generated.h"
// This class does not need to be modified.
UINTERFACE()
class UMyInterface : public UInterface
{
GENERATED_BODY()
};
// Your interface
class YOURPROJECT_API IMyInterface
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintNativeEvent)
void YourMethod();
};
To use it:
// Class that implements the interface
UCLASS()
class YOURPROJECT_API AMyCharacter : public AActor, public IMyInterface
{
GENERATED_BODY()
public:
virtual void YourMethod_Implementation() override;
}
// To use the interface from another function
if (AnActor->Implements<UMyInterface>())
{
IOHActionEntity::Execute_YourMethod(AnActor);
}
More info here.
Delegate samples
// Declaration
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCompletedQuestSignature, int32, index)
UPROPERTY(BlueprintAssignable, BlueprintCallable)
FCompletedQuestSignature CompletedQuest;
// Broadcast
CompletedQuest.Broadcast(parameter);
// Subscribe
UFUNCTION() // Required for dynamic
void FunctionHandler(int32 index)
CompletedQuest.AddDynamic(this, &Class::FunctionHandler);
CompletedQuest.Add // For non dynamic version
NOTE: Dynamic delegates can be serialized, their functions can be found by name, and they are slower than regular delegates. More info
Vector samples
Forward unit vector from a given rotation.
GetComponentRotation().Vector()
Calculate vector of size MaxDistance starting at actor/component location on the same rotation as the actor/component.
FVector UClass::GetMaxGrabLocation() const
{
// GetComponentLocation or GetLocation depending if you're on an Actor or Component
// same with Rotation
return GetComponentLocation() + GetComponentRotation().Vector() * MaxDistance;
}
Linetracing samples
Complete custom sample:
// Single by channel
FHitResult HitResult;
if (GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Visibility))
{
// Handle hit!
}
// Linetrace for ECC_PhysicsBody or ECC_WorldDynamic
FHitResult OutHit;
if(GetWorld()->LineTraceSingleByObjectType(
OutHit, Start, End, FCollisionObjectQueryParams(ECC_TO_BITFIELD(ECollisionChannel::ECC_PhysicsBody) | ECC_TO_BITFIELD(ECollisionChannel::ECC_WorldDynamic)))) {
// Handle hit!
}
Using Kismet (you can open its implementation to see more samples):
// LineTraceSingle or LineTraceMulti
if (UKismetSystemLibrary::LineTraceSingle(
WorldContextObject, StartLocation, EndLocation,
UEngineTypes::ConvertToTraceType(ECC_Visibility), false, TArray<AActor*>(),
EDrawDebugTrace::ForOneFrame, OutHitResult, true))
{
// Handle hit(s)!
}
Sweep samples
Complete custom sample:
// Params with ignore self
FCollisionQueryParams TraceParams(FName("SphereTrace"), false, GetOwner());
FHitResult OutHit;
// Sweep for ECC_PhysicsBody or ECC_WorldDynamic (SweepSingle or SweepMulti)
if (GetWorld()->SweepSingleByObjectType(
OutHit, GetComponentLocation(), GetMaxGrabLocation(), FQuat::Identity,
FCollisionObjectQueryParams(ECC_TO_BITFIELD(ECollisionChannel::ECC_PhysicsBody) | ECC_TO_BITFIELD(ECollisionChannel::ECC_WorldDynamic)),
FCollisionShape::MakeSphere(GrabRadius), TraceParams))
{
// Handle hit!
}
Using Kismet (you can open its implementation to see more samples):
// SphereTraceSingle or SphereTraceMulti
if (UKismetSystemLibrary::SphereTraceMulti(this, CameraComponent->GetComponentLocation(), GetActorLocation(),
Radius, UEngineTypes::ConvertToTraceType(ECC_Visibility), false,
TArray<AActor*>(), EDrawDebugTrace::ForOneFrame, OutHits, true)
{
// Handle hit(s)!
}
Anim notifiers C++
UCLASS()
class YOURPROJECT_API UAnimNotify_Name : public UAnimNotify
{
GENERATED_BODY()
protected:
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
};
void UAnimNotify_Name::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation)
{
Super::Notify(MeshComp, Animation);
// YOUR CODE GOES HERE
}
Anim instance C++
- UE Animation system:
UCLASS()
class YOURPROJECT_API UCharacterAnimInstance : public UAnimInstance
{
GENERATED_BODY()
public:
UCharacterAnimInstance();
UPROPERTY(EditDefaultsOnly)
float MinWalkSpeed;
}
- Pixel2d:
UCLASS()
class YOURPROJECT_API UCharacterAnimInstance : public UPixel2DAnimInstance
{
GENERATED_BODY()
public:
UCharacterAnimInstance();
UPROPERTY(EditDefaultsOnly)
float MinWalkSpeed;
}
BoxCollider
// .h
class CLASS_API AMyClass : public AActor
{
....
private:
UPROPERTY(BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
UBoxComponent* BoxCollider;
protected:
virtual void BeginPlay() override;
public:
UFUNCTION()
void BeginOverlapBoxCollider(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);
UFUNCTION()
void EndOverlapBoxCollider(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
...
}
// .cpp
AMyClass::AMyClass()
{
BoxCollider= CreateDefaultSubobject<UBoxComponent>(TEXT("BoxCollider"));
BoxCollider->SetCollisionProfileName(TEXT("Custom"));
// TODO: Set channel (if nedeed): BoxCollision->SetCollisionObjectType(ECC_Visibility);
// TODO: Set size:
BoxCollider->SetBoxExtent(FVector(10, 10, 10));
BoxCollider->SetRelativeTransform(FTransform(FRotator::ZeroRotator, FVector(0, 0, 10), FVector(1, 1, 1)));
// TODO: Customize collision config
BoxCollider->SetCollisionResponseToAllChannels(ECR_Ignore);
BoxCollider->SetCollisionEnabled(ECollisionEnabled::NoCollision);
BoxCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
BoxCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
BoxCollider->SetGenerateOverlapEvents(true);
BoxCollider->SetupAttachment(RootComponent);
}
void AMyClass::BeginPlay()
{
Super::BeginPlay();
BoxCollider->OnComponentBeginOverlap.AddDynamic(this, &AMyClass::BeginOverlapBoxCollider);
BoxCollider->OnComponentEndOverlap.AddDynamic(this, &AMyClass::EndOverlapBoxCollider);
}
void AMyClass::BeginOverlapBoxCollider(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
// YOUR CODE GOES HERE
}
void AMyClass::EndOverlapBoxCollider(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
// YOUR CODE GOES HERE
}
Billboards (editor icons)
// .h
class CLASS_API AMyClass : public AActor
{
....
private:
#if WITH_EDITORONLY_DATA
// Editor Billboard
UPROPERTY()
UBillboardComponent* BillboardComponent;
#endif
....
// .cpp
AMyClass::AMyClass()
{
USceneComponent* SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComp"));
RootComponent = SceneComponent;
RootComponent->Mobility = EComponentMobility::Static; // Or movable
#if WITH_EDITORONLY_DATA
BillboardComponent = CreateEditorOnlyDefaultSubobject<UBillboardComponent>(TEXT("Sprite"));
if (BillboardComponent)
{
BillboardComponent->SetWorldTransform(
FTransform(FRotator::ZeroRotator, FVector::ZeroVector, FVector::OneVector * 4)
);
BillboardComponent->Sprite = ConstructorHelpers::FObjectFinderOptional<UTexture2D>(TEXT("/PATH/TO-TEXTURE")).Get();
BillboardComponent->SetupAttachment(RootComponent);
}
#endif
}