Unreal Engine provides multiple toolsets for Programmers, Designers, and Artists that accelerate development workflows. You can:
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Create new Gameplay classes in C++, and all changes will be reflected in the Unreal Editor after compiling with either Visual Studio or XCode. Creating classes in Unreal Engine is similar to creating standard C++ classes, functions, and variables. These are defined using standard C++ syntax.
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Use the Unreal Reflection System to encapsulate your classes with Metadata Property Specifier macros that provide Editor functionality. Each class defines a template for a new Object or Actor.
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Containers in Unreal Engine provide information on Class and Data Structure collections.
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Use the Gameplay Architecture to build your projects in Unreal Engine. The Gameplay Framework provides a hierarchy of Objects and Actors. These classes contain boilerplate variables and functions you can use when creating and designing interactive experiences.
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Delegates call member functions on C++ objects in a generic, type-safe way. You can dynamically bind a delegate to a member function of an arbitrary object, calling the function on the object at a future time, even if the caller does not know the object`s type.