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  • Book Overview & Buying Unreal Engine 4 Scripting with C++ Cookbook
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Unreal Engine 4 Scripting with C++ Cookbook

Unreal Engine 4 Scripting with C++ Cookbook

By : Stephen Whittle, William Sherif
3.1 (7)
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Unreal Engine 4 Scripting with C++ Cookbook

Unreal Engine 4 Scripting with C++ Cookbook

3.1 (7)
By: Stephen Whittle, William Sherif

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 (14 chapters)
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13
Index

Managed memory – smart pointers (TSharedPtr, TWeakPtr, TAutoPtr) to track an object


When people are afraid that they'll forget the delete call for standard C++ objects they create, they often use smart pointers to prevent memory leaks. TSharedPtr is a very useful C++ class that will make any custom C++ object reference-counted—with the exception of UObject derivatives, which are already reference-counted. An alternate class TWeakPtr is also provided for pointing to a reference-counted object with the strange property of being unable to prevent deletion (hence, "weak").

Tip

UObject and it's derivative classes (anything created with NewObject or ConstructObject) cannot use TSharedPtr!

Getting ready

If you don't want to use raw pointers and manually track deletes into your C++ code that does not use UObject derivatives, then that code is a good candidate for using smart pointers such as TSharedPtr, TSharedRef, and the like. When you use a dynamically allocated object (created using the keyword...

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