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UnrealScript Syntax. Language Overview For the most part, UnrealScript is very close to Java in syntax and behavior.

UnrealScript Syntax

Objects and inheritence are treated in a very similar way, and source code is compiled into something resembling byte code. There is an environment analgous to the JRE, in which Objects are instantiated and data is bound dynamically and function calls operate by making references to the underlying native code where appropriate. The parser uses a two-pass strategy. Like java, you will not have to use pointers directly or destroy objects. UDN - Two - UnrealScriptReference. Search public documentation: UnrealScriptReference Interested in the Unreal Engine?

UDN - Two - UnrealScriptReference

Visit the Unreal Technology site. Looking for jobs and company info? Check out the Epic games site. Questions about support via UDN? Last updated by Ron Prestenback, fixed typos and removed references to a few deprecated unrealscript constructs. Introduction Purpose of this document This is a technical document describing the UnrealScript language. This document assumes that the reader has a working knowledge of C/C++ or Java, is familiar with object-oriented programming, has played Unreal and has used the UnrealEd editing environment.

For programmers who are new to OOP, I highly recommend going to Amazon.com or a bookstore and buying an introductory book on Java programming. Design goals of UnrealScript The major design goals of UnrealScript are: To support the major concepts of time, state, properties, and networking which traditional programming languages don't address. Example program structure native. HUDTechnicalGuide. Search public documentation: HUDTechnicalGuide 日本語訳中国翻译한국어 Interested in the Unreal Engine?

HUDTechnicalGuide

Visit the Unreal Technology site. Looking for jobs and company info? Questions about support via UDN? Overview The Heads Up Display (HUD) is used to convey information about the game state quickly and easily to the player during play. Some games have much more complicated HUDs than others. Indeed, the lines between the two become blurred quite often and depends more on your own personal classification of what a HUD may entail, but that is beyond the scope of this document. HUD Types There are two basic types of HUDs that can be utilized in Unreal Engine 3. Canvas - Utilizes the Canvas class to draw HUD graphics. These two types of HUDs are not mutually exclusive. Canvas HUD The Canvas class provides all the tools necessary to draw graphics and text to the screen. For more information on using the Canvas class to create a HUD, please see the Canvas Technical Guide. Scaleform GFx HUD HUD Class Debug.

CanvasTechnicalGuide. Search public documentation: CanvasTechnicalGuide 日本語訳中国翻译한국어 Interested in the Unreal Engine?

CanvasTechnicalGuide

Visit the Unreal Technology site. Looking for jobs and company info? Questions about support via UDN? Overview Drawing using the Canvas class is similar to painting a picture except that your medium consists of images and text instead of paint. Special functions exist for drawing elements to the screen, such as images, materials, shapes, and text. Canvas Class The Canvas class is appropriately named as it provides an empty canvas on which to draw. Each time the viewport is being updated, a new Canvas object is created. Canvas Properties Drawing DrawColor - The color to use for any drawing. General Org[X/Y] - The horizontal and vertical origin for the current clipping region. Canvas Functions Reset [bKeepOrigin] - Event called by the engine with each update to reset the properties of the Canvas.

Icon Shapes Text Texture/Material Drawing Transform. MobileMenuTechnicalGuide. Search public documentation: MobileMenuTechnicalGuide 日本語訳中国翻译한국어 Interested in the Unreal Engine?

MobileMenuTechnicalGuide

Visit the Unreal Technology site. Looking for jobs and company info? Questions about support via UDN? Overview The mobile menu system allows user interfaces that respond to touch input to be created for mobile devices. Although the mobile menu system is usually used for creating menus, such as the main menu or pause menu, these scenes are not meant solely for menus displayed when no gameplay is occurring. Scenes As mentioned previously, scenes are the containers for groups of related controls that make up an individual interface. MobileMenuScene The MobileMenuScene class is the base class for all scenes in the mobile menu system. MobileMenuScene Properties Display SceneCaptionFont - Specifies a single font to use for drawing the captions of all buttons in the scene.

General MenuName - Specifies a unique name by which the scene can be identified.