C++ Mutator Tutorial - Epic Wiki
# C++ Mutator Tutorial
# Contents
# C++ Mutator Tutorial
This tutorial will teach you how to make a simple mutator for UT using C++. We'll be making a UE4 plugin that defines a child class of AUTMutator.
# Requirements
- Engine version: 4.3
- Skill level: intermediate C++ knowledge
# Directory Structure
- If UnrealTournament\Plugins does not already exist, create it
- Create a directory inside of UnrealTournament\Plugins to hold our mutator, in this case it would be "SampleMutator"
- Create a "Source" directory inside of the SampleMutator directory
- Create a "SampleMutator" directory inside of the "Source" directory
- Finally create a "Public" directory and a "Private" directory inside of the last "SampleMutator" directory that we made
# UPlugin File
- We need to create SampleMutator.uplugin to let UE4 know we have a plugin it should load.
- On Windows, one way to do this is to create a new text file and rename the file extension to .uplugin. Copying an existing .uplugin file and editing it may not work!
- It should live at the same level that the Source directory does
SampleMutator.uplugin - Plugin defintion
{ "FileVersion" : 3, "FriendlyName" : "Sample Mutator", "Version" : 1, "VersionName" : "1.0", "CreatedBy" : "Epic Games, Inc.", "CreatedByURL" : "http://epicgames.com", "EngineVersion" : "4.3.0", "Description" : "Sample Mutator", "Category" : "UnrealTournament.Mutator", "EnabledByDefault" : false, "Modules" : [ { "Name" : "SampleMutator", "Type" : "Runtime", "WhitelistPlatforms" : [ "Win32", "Win64" ] } ] }
# Build.cs File
- We need to create SampleMutator.Build.cs so that Unreal Build tool knows how to generate our dll file
- It should live at the same level that the Public and Private directories do
- We'll use the PrivateIncludesPaths array to make #include cleaner throughout our source files
SampleMutator.Build.cs - Unreal Build Tool definitions
namespace UnrealBuildTool.Rules { public class SampleMutator : ModuleRules { public SampleMutator(TargetInfo Target) { PrivateIncludePaths.Add("SampleMutator/Private"); PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "UnrealTournament", } ); } } }
# Header File
- Unreal Build Tool requires that we have a shared header file as the first include in every cpp source file in the plugin.
- We'll put the SampleMutator.h header file inside of the Private directory
- We need to #include Core.h, Engine.h and UTMutator.h to have enough defintions to make a child class from AUTMutator
- include "SampleMutator.generated.h" is required by Unreal Header Tool
- We're only overriding CheckRelevance_Implemenation in this example, but more powerful mutators will overload more of the functions exposed by AUTMutator
SampleMutator.h - Sample Mutator class definition
#pragma once #include "Core.h" #include "Engine.h" #include "UTMutator.h" #include "UTWeapon.h" #include "SampleMutator.generated.h" UCLASS(Blueprintable, Meta = (ChildCanTick)) class ASampleMutator : public AUTMutator { GENERATED_UCLASS_BODY() bool CheckRelevance_Implementation(AActor* Other) OVERRIDE; UPROPERTY() TSubclassOf<AUTWeapon> RocketLauncherClass; };
# Plugin Module Interface
- Create SampleMutatorPlugin.cpp inside of the Public directory
- There's not much interesting in this file, it just provides UE4 a way to load this mutator as a plugin so I'm going to gloss over this file
- Note that SampleMutator.h must be the first #include and the IMPLEMENT_MODULE macro does all the heavy lifting
SampleMutatorPlugin.cpp - Plugin Module Interface
#include "SampleMutator.h" #include "Core.h" #include "Engine.h" #include "ModuleManager.h" #include "ModuleInterface.h" class FSampleMutatorPlugin : public IModuleInterface { /** IModuleInterface implementation */ virtual void StartupModule() override; virtual void ShutdownModule() override; }; IMPLEMENT_MODULE( FSampleMutatorPlugin, SampleMutator ) void FSampleMutatorPlugin::StartupModule() { } void FSampleMutatorPlugin::ShutdownModule() { }
# The Mutator
- This sample is going to replace all weapon pickups with Rocket Launcher pickups
- We'll accomplish that by overriding the CheckRelevance_Implementation function and watching for AUTPickupWeapon
- When we find a AUTPickupWeapon, we'll replace its WeaponType reference with a reference to BP_RocketLauncher_C
- Our mutator is going to live in SampleMutator.cpp inside the Public directory
- Note that once again SampleMutator.h has to be the first #include
- Our constructor is blank, but feel free to put initialization code in there in a future plugin
- StaticLoadClass is used to get the reference to Blueprint'/Game/RestrictedAssets/Weapons/RocketLauncher/BP_RocketLauncher.BP_RocketLauncher_C'
- The use of a hardcoded reference here is very brittle and not considered good design, a mutator that requires direct blueprint references might be more easily implemented in blueprints
- Calling Super::CheckRelevance_Implementation(Other) is highly recommended as failing to do so won't call other mutators in the mutator list
SampleMutator.cpp - Replace all weapon pickups with rocket launcher pickups
#include "SampleMutator.h" #include "UTPickupWeapon.h" ASampleMutator::ASampleMutator(const FPostConstructInitializeProperties& PCIP) : Super(PCIP) { } bool ASampleMutator::CheckRelevance_Implementation(AActor* Other) { // Find the rocket launcher blueprint if (RocketLauncherClass == nullptr) { RocketLauncherClass = StaticLoadClass(AUTWeapon::StaticClass(), nullptr, TEXT("Blueprint'/Game/RestrictedAssets/Weapons/RocketLauncher/BP_RocketLauncher.BP_RocketLauncher_C'")); } // If a weapon pickup has a current weapon type, replace it with the rocket launcher AUTPickupWeapon *PickupWeapon = Cast<AUTPickupWeapon>(Other); if (PickupWeapon) { if (PickupWeapon->WeaponType != nullptr) { PickupWeapon->WeaponType = RocketLauncherClass; } } return Super::CheckRelevance_Implementation(Other); }
# Building your Mutator
- Right click your UnrealTournament.uproject in Window Explorer and select "Generate Visual Studio project files"
- Open up the Unreal Tournament solution file in Visual Studio
- Build the Unreal Tournament project in Development Editor configuration
- You will notice that in addition to UE4Editor-UnrealTournament.dll, UnrealTournament\Plugins\SampleMutator\Binaries\Win64\UE4Editor-SampleMutator.dll was generated
# Testing your Mutator
- Run from a commandline "UE4Editor.exe UnrealTournament -game Example_Map?mutator=SampleMutator.SampleMutator"
- You should notice that the weapon pickups in the map have been replaced by Rocket Launchers
Retrieved from "https://wiki.unrealengine.com/index.php?title=C%2B%2B_Mutator_Tutorial&oldid=15713"