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

Introduction


Memory management is always one of the most important things to get right in your computer program to ensure stability and good, bug-free operation of your code. A dangling pointer (pointer referring to something that has been removed from memory) is an example of a bug that is hard to track if it occurs.

In any computer program, memory management is extremely important. UE4's UObject reference counting system is the default way that memory is managed for Actors and UObject derivatives. This is the default way that your memory will be managed within your UE4 program.

If you write custom C++ classes of your own, which do not derive from UObject, you may find the TSharedPtr / TWeakPtr reference counted classes useful. These classes provide reference counting and automatic deletion for 0 reference objects.

This chapter provides recipes for memory management within UE4.