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

Instantiating UObject-derived classes (ConstructObject < > and NewObject < >)


Creating class instances in C++ is traditionally done using the keyword new. However, UE4 actually creates instances of its classes internally, and requires you to call special factory functions to produce copies of any UCLASS that you want to instantiate. You produce instances of the UE4 Blueprints classes, not the C++ class alone. When you create UObject-derived classes, you will need to instantiate them using special UE4 Engine functions.

The factory method allows UE4 to exercise some memory management on the object, controlling what happens to the object when it is deleted. This method allows UE4 to track all references to an object so that on object destruction, all references to the object can be easily unlinked. This ensures that no dangling pointers with references to invalidated memory exist in the program.

Getting ready

Instantiating UObject-derived classes that are not AActor class derivatives...