Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By : William Sherif, Stephen Whittle
Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By: William Sherif, Stephen Whittle

Overview of this book

Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers, for game developers. With more than 100 practical recipes, this book is a guide showcasing techniques to use the power of C++ scripting while developing games with UE4. It will start with adding and editing C++ classes from within the Unreal Editor. It will delve into one of Unreal's primary strengths, the ability for designers to customize programmer-developed actors and components. It will help you understand the benefits of when and how to use C++ as the scripting tool. With a blend of task-oriented recipes, this book will provide actionable information about scripting games with UE4, and manipulating the game and the development environment using C++. Towards the end of the book, you will be empowered to become a top-notch developer with Unreal Engine 4 using C++ as the scripting language.
Table of Contents (19 chapters)
Unreal Engine 4 Scripting with C++ Cookbook
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

Destroying UObject-derived classes


Removing any UObject derivative is simple in UE4. When you are ready to delete your UObject-derived class, we will simply call a single function (ConditionalBeginDestroy()) on it to begin teardown. We do not use the native C++ delete command on UObject derivatives. We show this in the following recipe.

Getting ready

You need to call ConditionalBeginDestroy() on any unused UObject-derived classes so that they get removed from memory. Do not call delete on a UObject-derived class to recoup the system memory. You must use the internal engine-provided memory management functions instead. The way to do this is shown next.

How to do it...

  1. Call objectInstance->ConditionalBeginDestroy() on your object instance.

  2. Null all your references to objectInstance in your client code, and do not use objectInstance again after ConditionalBeginDestroy() has been called on it.

How it works…

The ConditionalBeginDestroy() function begins the destruction process by removing all internal...