Legacy/Static Function Libraries, Your Own Version of UE4 C++, No Engine Compile Times

Overview Original Author: () Dear Community, Building up your own static library of functions enables you to create your own version of UE4 C++ without having to modify the engine code and recompil...

Overview

Original Author: ()

Dear Community,

Building up your own static library of functions enables you to create your own version of UE4 C++ without having to modify the engine code and recompile it constantly.

A static library can have FORCEINLINE functions as well as .cpp functions that utilize your entire Game's compiled header structure!

 Whenever you have a core function that you want to use in many classes, 
 you can make it into a Static Library function 
 so it can be used any time anywhere!

MyStaticLibrary.h

#pragma once

#include "MyStaticLibrary.generated.h"

UCLASS() 
class UMyStaticLibrary : public UObject
{
    GENERATED_UCLASS_BODY()

    //FORCEINLNE function
    static FORCEINLINE bool IsValid(AActor* TheActor)
    {
        if(!TheActor) return false;
        if(!TheActor->IsValidLowLevel()) return false;
        return true;
    }

    //cpp function
    static int32 ComplicatedGameDataAnalysis();
};

MyStaticLibrary.cpp

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.

#include "VictoryGame.h"

//////////////////////////////////////////////////////////////////////////
// MyStaticLibrary

UMyStaticLibrary::UMyStaticLibrary(const FObjectInitializer& ObjectInitializer)
    : Super(ObjectInitializer)
{

}

int32 UMyStaticLibrary::ComplicatedGameDataAnalysis()
{
    //Do lots of stuff that requires the entire Game's compiled header source,
    //  involving lots of your custom project-specific classes,
    //    classes that have not been compiled in the .h of this library 
    //    since they depend on it.
        return 9000;
}

Example Usage

In any class, in the .h, or the .cpp, anywhere really (if the class depends on your static library

//Anywhere, in .h or .cpp, in any class! 
if(UMyStaticLibrary::IsValid(MyCharacter))
{
  //Celebrate
  ClientMessage( FString::FromInt(UMyStaticLibrary::ComplicatedGameDataAnalysis()) );
}

Include

All of the classes that want to use your Static Library must include it

#include "MyStaticLibrary.h"

Why UObject?

Because then you can also define USTRUCTS() in your static library, the very best place for them, if many classes want to use them!

USTRUCT() Library


//My 2D Rectangle data type
//  because this is defined in your static library that all your classes depend on,
//  you can use this USTRUCT() data type in any class, even in  .h FORCEINLINE functions!

USTRUCT()
struct FVRect
{
    GENERATED_USTRUCT_BODY()

    UPROPERTY()
    FVector2D Min;

    UPROPERTY()
    FVector2D Max;

    //overloaded constructor
    FVRect(const FVector2D& VPoint1, const FVector2D& VPoint2)
    {
        //drag topleft to bottom right
        if(VPoint1.X < VPoint2.X &amp;&amp;
            VPoint1.Y < VPoint2.Y
        ){
            Min     = VPoint1;
            Max     = VPoint2;
        }

        //drag from bottom right to top left
        else if(VPoint1.X > VPoint2.X &amp;&amp;
            VPoint1.Y > VPoint2.Y
        ){
            Min     = VPoint2;
            Max     = VPoint1;
        }

        //drag from bottom left to top right
        else if(VPoint1.X < VPoint2.X &amp;&amp;
            VPoint1.Y > VPoint2.Y
        ){
            Min     = FVector2D(VPoint1.X, VPoint2.Y);
            Max     = FVector2D(VPoint2.X, VPoint1.Y);
        }

        //etc...
    }

    //base constructor
    FVRect()
    {
        Min = FVector2D(0,0);
        Max = FVector2D(500,500);
    }
};

USTRUCT()
struct FQuadVRect
{
    GENERATED_USTRUCT_BODY()

    UPROPERTY()
    FVRect Rects[4];

        //base constructor
    FQuadVRect()
    {
    }
};

//And many
//many
//many
//many more USTRUCTS() !

UCLASS() 
class UMyStaticLibrary : public UObject
{
    GENERATED_UCLASS_BODY()

};

Linking Static Libraries Using The Build System

Great tutorial by !

Summary

Now you have an easy way to write your own version of UE4 C++ to include essential project-specific function tools,

 without having to recompile the entire engine code constantly!

Enjoy!

()

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