Academic Integrity: tutoring, explanations, and feedback — we don’t complete graded work or submit on a student’s behalf.

Using C++ in Unreal Engine 4 follow these steps https://docs.unrealengine.com/la

ID: 3835123 • Letter: U

Question

Using C++ in Unreal Engine 4 follow these steps https://docs.unrealengine.com/latest/INT/Programming/QuickStart/index.html and create a FloatingActor class. In addition, add a variable that can be edited in blueprints and the editor. Submit the cpp and h files of that class.

Adding variables to unreal editor

UCLASS()

class AMyActor : public AActor {

        GENERATED_BODY()

      UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Damage")

        int32 TotalDamage;

       UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Damage")

       float DamageTimeInSeconds;

... };

Explanation / Answer

#include "GameFramework/Actor.h" #include "LightSwitchBoth.generated.h" /** * */ UCLASS() class [PROJECTNAME]_API ALightSwitchBoth : public AActor { GENERATED_BODY() public: /** point light component */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Switch Components") class UPointLightComponent* PointLight1; /** sphere component */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Switch Components") class USphereComponent* Sphere1; ALightSwitchBoth(); /** called when something enters the sphere component */ UFUNCTION(BlueprintNativeEvent, Category="Switch Functions") void OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); void OnOverlapBegin_Implementation(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); /** called when something leaves the sphere component */ UFUNCTION(BlueprintNativeEvent, Category="Switch Functions") void OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); void OnOverlapEnd_Implementation(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); /** Toggles the light component's visibility*/ UFUNCTION() void ToggleLight(); /** the desired intensity for the light */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Switch Variables") float DesiredIntensity; };

Hire Me For All Your Tutoring Needs
Integrity-first tutoring: clear explanations, guidance, and feedback.
Drop an Email at
drjack9650@gmail.com
Chat Now And Get Quote