Introduction to UE4 Programming - 3 - Creating the Base Pickup Class - Epic Wiki

# Introduction to UE4 Programming - 3 - Creating the Base Pickup Class

(Redirected from Introduction to UE4 Programming: Creating the Base Pickup Class)

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Epic Games

Description:

In this video, we’ll add our first class! This class will be the template for a generic pickup, and we will build on it more in later videos. We’ll also add our first function and variable, and talk about the UCLASS, UFUNCTION, and UPROPERTY macros.

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Source

Source (4.4)

Source_4.72

UE 4.6 Changes:

  • "GENERATED_UCLASS_BODY()" macro is now "GENERATED_BODY()". You must also specify the public access manually under "GENERATED_BODY()" by adding "public:" directly under "GENERATED_BODY()".
  • You now need to manually add the constructor "APickup(const FObjectInitializer& ObjectInitializer);" under "public:" in the header file.
  • The constructor in the .cpp file is now: "APickup(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)", this means you also need to replace all references to "PCIP" with "ObjectInitializer"
  • The SubObject template pointer has been replaced. Use normal pointers now, e.g:
    "class USphereComponent* BaseCollisionComponent;"

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