Common Snippets In C++
It can be hard to look for what you don't know. This page will contain common code snippets/function signatures for commonly asked about C++ scenarios. Ideally these should link off to pages with m...
It can be hard to look for what you don't know. This page will contain common code snippets/function signatures for commonly asked about C++ scenarios. Ideally these should link off to pages with more advanced examples as needed.
Unreal MACROs
UCLASS
Declaration of the most basic UCLASS
// .h
UCLASS()
class PROJECTNAME_API MyClassName : public ParentClass
{
GENERATED_BODY()
public:
MyClassName();
protected:
private:
};
USTRUCT
Declaration of the most basic USTRUCTs
USTRUCT(BlueprintType)
struct FMyStruct
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=MyCategory)
float MyFloat;
};
MyStruct that can be used for a DataTable:
USTRUCT(BlueprintType)
struct FMyStruct : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=MyCategory)
float test;
};
UENUM
Declaration of the most basic UENUM
UENUM(BlueprintType)
enum class EMyMovementStatus : uint8
{
Idle UMETA(DisplayName="Idle"),
Walking UMETA(DisplayName="Walking"),
Running UMETA(DisplayName="Running")
};
UFUNCTION
Basic UFUNCTION
UFUNCTION()
void MyFunctionName();
UFUNCTION()
void MyFunctionNameWithParameters(const FString& SomeString, int SomeInt);
UFUNCTION with networking
Declaration(.h) for AMyActorClass
UFUNCTION(Client, Unreliable)
void MyFunctionName();
UFUNCTION(Client, Unreliable)
void MyFunctionNameWithParameters(const FString& SomeString, int SomeInt);
UFUNCTION(NetMulticast, Reliable, WithValidation)
void MyMulticastFunctionName();
//
UFUNCTION(Server, Reliable, WithValidation)
void MyServerFunctionName(FRotator Rotation);
Implementation(.cpp) of AMyActorClass
void AMyActorClass::MyFunctionName() {}
void AMyActorClass::MyFunctionNameWithParameters(const FString& SomeString, int SomeInt) {}
void AMyActorClass::MyMulticastFunctionName() {}
bool AMyActorClass::MyMulticastFunctionName_Validate() { return true; }
void AMyActorClass::MyMulticastFunctionName_Implementation() {}
void AMyActorClass::MyServerFunctionName(FRotator Rotation) {}
bool AMyActorClass::MyServerFunctionName_Validate(FRotator Rotation) { return true; }
void AMyActorClass::MyServerFunctionName_Implementation(FRotator Rotation) {}
Interfacing with blueprints:
Making something callable from blueprint: Header .h file :
UFUNCTION(BlueprintCallable)
AActor* MyFunctionName(int argSomeParameter, FMyStruct& OutStruct);
// Can have any return type or parameters you want, so long as the types are recognized by blueprints.
// The function can be const, but none of the parameters can be const.
Body .cpp file:
UFUNCTION(BlueprintCallable)
AActor* UMyUniqueClass::MyFunctionName(int argSomeParameter, FMyStruct& OutStruct)
{
// Define as normal.
}
Blueprint Native Event. This means the function has a default behavior in C++ that a blueprint class can override. You can also make the default virtual and inherit it in C++ too. UMyBaseUnrealClass.h file:
public:
UFUNCTION(BlueprintNativeEvent)
AActor* MyNativeFunction(int argSomeParameter, FMyStruct& OutStruct); // The UFUNCTION cannot be marked virtual.
protected:
virtual AActor* MyNativeFunction_Implementation(int argSomeParameter, FMyStruct& OutStruct); // This function MUST be named identical to the UFUNCTION plus "_Implementaton".
// This can be marked as virtual and overriden.
// Being protected is optional but highly recommended. The implementation should never be called directly except when making an override.
UMyBaseUnrealClass.cpp file:
// Only define the _Implementation function, not the original.
Actor* UMyBaseUnrealClass::MyNativeFunction_Implementation(int argSomeParameter, FMyStruct& OutStruct)
{
// default behavior here.
}
Inheriting in C++. UMyDerivedUnrealClass.h
UMyDerivedUnrealClass : public UMyBaseUnrealClass
{
// ...
protected:
AActor* MyNativeFunction_Implementation(int argSomeParameter, FMyStruct& OutStruct) override; // Override the implementation.
};
UMyDerivedUnrealClass.cpp
Actor* UMyBaseUnrealClass::MyNativeFunction_Implementation(int argSomeParameter, FMyStruct& OutStruct)
{
// To call the previous behavior.
Super::MyNativeFunction_Implementation(argSomeParameter, OutStruct); // Do not call the UFUNCTION on the parent class or you will get an infinite loop.
// Extra behavior here.
// You can inherit as many times as you want with additional classes.
}
UINTERFACE
Basic example of header of UINTERFACE
For more info, see Interfaces_In_C++
UINTERFACE()
class YOURGAME_API UInteractable: public UInterface
{
GENERATED_BODY()
};
class IInteractable
{
GENERATED_BODY()
public:
UFUNCTION(Category = "Interactable")
virtual bool CanInteract();
UFUNCTION(Category = "Interactable")
virtual void PerformInteract();
};
Components
Creating a spring arm and camera
Creating a camera component from inside an actor constructor
// .h
UPROPERTY(VisibleAnywhere)
USpringArmComponent* m_springArmComponent = nullptr;
UPROPERTY(VisibleAnywhere)
UCameraComponent* CameraComponent = nullptr;
// .cpp
SpringArmComponent = CreateDefaultSubobject(FName("SpringArmComponent"));
m_springArmComponent->SetupAttachment(RootComponent);
SpringArmComponent ->TargetArmLength = 1000;
CameraComponent = CreateDefaultSubobject(FName("CameraComponent"));
CameraComponent->SetupAttachment(SpringArmComponent);
Overlapping Collision Components
An Actor Component overlap binding
// UShapeComponent* TriggerShapeCollisionComponent
TriggerShapeCollisionComponent->OnComponentBeginOverlap.AddDynamic(this, &UMyComponent::OnOverlapBegin);
TriggerShapeCollisionComponent->OnComponentEndOverlap.AddDynamic(this, &UMyComponent::OnOverlapEnd);
...
UFUNCTION()
void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
An actor overlap binding
OnActorBeginOverlap.AddDynamic(this, &UMyActor::OnActorBeginOverlap);
OnActorEndOverlap.AddDynamic(this, &UMyActor::OnActorEndOverlap);
...
UFUNCTION()
void OnActorBeginOverlap(AActor* OverlappedActor, AActor* OtherActor);
UFUNCTION()
void OnActorEndOverlap(AActor* OverlappedActor, AActor*, AActor* OtherActor);
Misc
Logging
GEngine->AddOnScreenDebugMessage(0, 0.f, FColor::Red, FString::Printf(TEXT("TEXT")));
// Simple
UE_LOG(LogTemp, Display, TEXT("Your message"));
// With Formatting
// (const TCHAR* Message, int64 SomeInt)
UE_LOG(LogTemp, Display, TEXT("Your message string %s with a number %d"), Message, SomeInt);
// (const FString& Message, float SomeFloat)
UE_LOG(LogTemp, Display, TEXT("Your message string %s with a number %f"), *Message, SomeFloat);
// (const FName& Message, bool SomeBool)
UE_LOG(LogTemp, Display, TEXT("Your message string %s with a bool %d"), *Message.ToString(), SomeBool);
Declare and Define Log Category
/** MyClass.h */
// Preprocessor statements
DECLARE_LOG_CATEGORY_EXTERN(MyLogCategoryTitle, Warning, All);
/** MyClass.cpp */
// Preprocessor statements
DEFINE_LOG_CATEGORY(MyLogCategoryTitle);
void MyClass::Foo()
{
UE_LOG(MyLogCategoryTitle, Warning, TEXT(""));
}
Define Log Category Static
/** MyClass.cpp */
// Preprocessor statements
DEFINE_LOG_CATEGORY_STATIC(MyLogCategoryTitle, Warning, All);
void MyClass::Foo()
{
UE_LOG(MyLogCategoryTitle, Warning, TEXT(""));
}
Getting Things
Get all actors
GetAllActors* is an expensive operation
// TArray ActorArray; FName SearchTag; ...
UGameplayStatics::GetAllActorsOfClass(GetWorld(), AMyClass::StaticClass(), ActorArray);
UGameplayStatics::GetAllActorsWithTag(GetWorld(), SearchTag, ActorArray)
UGameplayStatics::GetAllActorsOfClassWithTag(GetWorld(), APlayerCharacterBase::StaticClass(), SearchTag, ActorArray)
Get a component from inside an Actor. This will return it as the base UActorComponent class.
UActorComponent* myComponentAsBaseClass = GetComponentByClass(USomeActorComponent::StaticClass());
Get a component with casting from inside an Actor
USomeActorComponent* myComponent = Cast(GetComponentByClass(USomeActorComponent::StaticClass()));
// Templatized version
USomeActorComponent* myComponent = FindComponentByClass();
Get all components from inside an Actor
TSet myComponents = GetComponents();
TArray components = GetComponentsByTag(UActorComponent::StaticClass(), SearchTag);
TArray components = GetComponentsByInterface(UMyInterface::StaticClass());
Actor iterator
#include "EngineUtils.h"
for (TActorIterator It(GetWorld()); It; ++It)
{
AActor* MyActor = *It;
break;
}
Input
Basic Input and Action binding.
The following string "Button" and "MoveForward" additionally need to be defined in Edit->Project Settings->Input->Bindings->Add to Action Mappings or Axis Mappings.
InputComponent->BindAction("Button", EInputEvent::IE_Pressed, this, &MyClass::ButtonPressed);
...
void MyClass::ButtonPressed() {}
InputComponent->BindAxis("MoveForward", this, &MyClass::MoveForward);
...
void MyClass::MoveForward(float axisValue)
You can bind other classes to respond to a pawn's input as well
void UMyActorComponent::BeginPlay()
{
APawn* OwnerPawn = Cast(GetOwner());
OwnerPawn->InputComponent->BindAction("Button", EInputEvent::IE_Pressed, this, &MyActorComponent::ButtonPressed);
}
...
void UMyActorComponent::ButtonPressed() {}
Saving
Saving a game to be later loaded in. Create a class that inherits from USaveGame. Add some member property, such as `float HighScore`.
UCLASS()
class SOMEGAME_API UMySaveGame : public USaveGame
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere)
float HighScore();
};
Then you can save and load as follows:
UMySaveGame* SaveGame = Cast(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()));
SaveGame.HighScore = 100;
UGameplayStatics::SaveGameToSlot(SaveGame, SaveSlotName, UserIndex);
Load from the save and set appropriate value.
UMySaveGame* SaveGame = Cast(UGameplayStatics::LoadGameFromSlot(SaveSlotName, UserIndex));
MyGameInstance.HighScore = SaveGame.HighScore;
Spawning Actors
An actor is the base class that can be placed or spawned into a world. See Actor
Simple spawning actors into the world:
// (FVector Location, FRotator Rotation)
AMyClass* ActorName = GetWorld()->SpawnActor(Location, Rotation);
Deferring a spawned actor, allows you to delay the actual spawning of the object and thus the BeginPlay will be deferred on this actor. This would allow you to make a change after construction but before BeginPlay occurs.
// Called to get an instance to the constructed actor
AMyClass* ActorName = GetWorld()->SpawnActorDeferred(UClass, ActorTransform, Owner, Instigator, ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
// Do some stuff
...
// Needs to be called to actually finish and have BeginPlay start on the given Actor
UGameplayStatics::FinishSpawningActor(ActorName, ActorTransform);
// Can also call FinishSpawning on the actor which has extra (optional) parameters if needed
ActorName->FinishSpawning(ActorTransform, bIsDefaultTransform, ComponentInstanceDataCache);
Audio
There is a large variety of dialog and sound you can spawn and play.
If you want to do a fire and forget sound, you should use the PlaySound functions instead of the spawn ones.
Spawn dialogue 2D:
UAudioComponent* MyDialog = UGameplayStatics::SpawnDialogue2D(GetWorld(), DialogWave, DialogContext, VolumeMultiplier, PitchMultiplier, StartTime, bAutoDestroy);
Spawn dialogue attached:
UAudioComponent* MyDialog = UGameplayStatics::SpawnDialogueAttached(GetWorld(), DialogWave, DialogContext, AttachToComponent, AttachPointName, Location, Rotation, EAttachLocation::KeepRelativeOffset, bStopWhenAttachedToDestroyed, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, bAutoDestroy);
Spawn dialogue at location:
UAudioComponent* MyDialog = UGameplayStatics::SpawnDialogueAtLocation(GetWorld(), DialogWave, DialogContext, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, bAutoDestroy);
Spawn sound 2d:
UAudioComponent* MySound = UGameplayStatics::SpawnSound2D(GetWorld(), SoundBase, VolumeMultiplier, PitchMultiplier, StartTime, Concurrency, bPersistentAcrossLevelTransition, bAutoDestroy);
Spawn sound attached:
UAudioComponent* MySound = UGameplayStatics::SpawnSoundAttached(SoundBase, AttachToComponent, AttachPointName, Location, Rotation, EAttachLocation::KeepRelativeOffset, bStopWhenAttachedToDestroyed, VolumeMultipler, PitchMultiplier, StartTime, Attenuation, Concurrency, bAutoDestroy);
Spawn sound at location:
UAudioComponent* MySound = UGameplayStatics::SpawnSoundAtLocation(GetWorld(), SoundBase, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, Concurrency, bAutoDestroy);
Play sound:
UGameplayStatics::PlayDialogue2D(GetWorld(), DialogWave, DialogContext, VolumeMultiplier, PitchMultiplier, StartTime);
//
UGameplayStatics::PlayDialogueAtLocation(GetWorld(), DialogWave, DialogContext, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation);
//
UGameplayStatics::PlayDialogue2D(GetWorld(), DialogWave, DialogContext, VolumeMultiplier, PitchMultiplier, StartTime);
//
UGameplayStatics::PlayDialogueAtLocation(GetWorld(), DialogWave, DialogContext, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation);
//
UGameplayStatics::PlaySound2D(GetWorld(), SoundBase, VolumeMultiplier, PitchMultiplier, StartTime, Concurrency, Owner);
//
UGameplayStatics::PlaySoundAtLocation(GetWorld(), SoundBase, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, Concurrency, Owner);
Tracing and Overlap
If you are not using collision components and want to do a 1-off line trace or overlap, these are the functions for you!
GetWorld()->LineTraceMultiByChannel(HitsArray, Start, End, ECC_Visibility, TraceParams);
GetWorld()->LineTraceMultiByObjectType(HitsArray, Start, End, ObjectQueryParams, TraceParams);
GetWorld()->LineTraceMultiByProfile(HitsArray, Start, End, "ProfileName", TraceParams);
GetWorld()->LineTraceSingleByChannel(Hit, Start, End, ECC_Visibility, TraceParams);
GetWorld()->LineTraceSingleByObjectType(Hit, Start, End, ObjectQueryParams, TraceParams);
GetWorld()->LineTraceSingleByProfile(Hit, Start, End, "ProfileName", TraceParams);
GetWorld()->OverlapMultiByChannel(OverlapsArray, Location, FQuat::Identity, ECC_Visibility, FCollisionShape::MakeSphere(Radius), TraceParams);
GetWorld()->OverlapMultiByObjectType(OverlapsArray, Location, FQuat::Identity, ObjectQueryParams, FCollisionShape::MakeSphere(Radius), TraceParams);
GetWorld()->OverlapMultiByProfile(OverlapsArray, Location, FQuat::Identity, "ProfileName", FCollisionShape::MakeSphere(Radius), TraceParams);
Particles Systems
Particle Systems are used for a large variety of visual effects, such as smoke from an exhaust, dirt kicked up from running, splashing in water, sparks from loose wires.
Spawning particle emitters
UParticleSystemComponent* MyParticles = UGameplayStatics::SpawnEmitterAttached(ParticleSystem, AttachToComponent, AttachPointName, Location, Rotation, Scale, EAttachLocation::KeepRelativeOffset, bAutoDestroy);
//
UParticleSystemComponent* MyParticles = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ParticleSystem, Location, Rotation, Scale, bAutoDestroy);
//
UParticleSystemComponent* MyParticles = UGameplayStatics::SpawnEmitterAttached(ParticleSystem, AttachToComponent, AttachPointName, Location, Rotation, Scale, EAttachLocation::KeepRelativeOffset, bAutoDestroy);
//
UParticleSystemComponent* MyParticles = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ParticleSystem, Location, Rotation, Scale, bAutoDestroy);
Decals
Decals are materials that are projected onto a mesh in a level. Such as having graffiti on a wall, or adding dirty footsteps to a clean floor.
UDecalComponent* MyDecal = UGameplayStatics::SpawnDecalAttached(GetWorld(), DecalMaterialInterface, Size, AttachToComponent, AttachPointName, Location, Rotation, EAttachLocation::KeepRelativeOffset, lifeSpan);
//
UDecalComponent* MyDecal = UGameplayStatics::SpawnDecalAtLocation(GetWorld(), DecalMaterialInterface, Size, Location, Rotation, lifeSpan);
Timers
Timers will call a function at each DelayTime interval if looping.
// FTimerHandle TimerHandle;
// Starting a timer
GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &Class::Function, DelayTime, bLoop);
GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &Class::Function, DelayTime, bLoop, FirstDelay);
// Pausing/Resuming a timer
GetWorld()->GetTimerManager().PauseTimer(TimerHandle);
GetWorld()->GetTimerManager().UnPauseTimer(TimerHandle);
// Stopping/clearing a timer
GetWorld()->GetTimerManager().ClearTimer(TimerHandle);
TimerHandle.Invalidate();
Simple