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

Using TScopedPointer to track an object


A scoped pointer is a pointer that is auto-deleted at the end of the block in which it was declared. Recall that a scope is just a section of code during which a variable is "alive". A scope will last until the first closing brace, }, that occurs.

For example, in the following block, we have two scopes. The outer scope declares an integer variable x (valid for the entire outer block), while the inner scope declares an integer variable y (valid for the inner block, after the line on which it is declared):

{
  int x;
  {
    int y;
  } // scope of y ends
} // scope of x ends

Getting ready

Scoped pointers are useful when it is important that a reference-counted object (which is in danger of going out of scope) is retained for the duration of usage.

How to do it...

To declare a scoped pointer, we simply use the following syntax:

TScopedPointer<AWarrior> warrior(this );

This declares a scoped pointer referencing an object of the type declared within the angle...