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

Unreal's garbage collection system and UPROPERTY( )


When you have an object (such as TArray< >) as a UPROPERTY() member of UCLASS(), you need to declare that member as UPROPERTY() (even if you won't edit it in blueprints), otherwise TArray will not stay allocated properly.

How to do it...

Say we have a UCLASS() macro as follows:

UCLASS()
class MYPROJECT_API AWarrior : public AActor
{
  //TArray< FSoundEffect > Greets; // Incorrect
  UPROPERTY() TArray< FSoundEffect > Greets; // Correct
};

You'd have to list the TArray member as UPROPERTY() for it to be properly reference counted. If you don't do so, you'll get an unexpected memory error type bug sitting about in the code.

How it works…

The UPROPERTY() declaration tells UE4 that TArray must be properly memory managed. Without the UPROPERTY() declaration, your TArray won't work properly.