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

Unmanaged memory – using new/delete


The new operator is almost the same as a malloc call, except that it invokes a constructor call on the object created immediately after the memory is allocated. Objects allocated with the operator new should be deallocated with the operator delete (and not free()).

Getting ready

In C++, use of malloc() was replaced, as best practice, by use of the operator new. The main difference between the functionality of malloc() and the operator new is that new will call the constructor on object types after memory allocation.

malloc

new

Allocates a zone of contiguous space for use.

Allocates a zone of contiguous space for use.

Calls constructor as object type used as an argument to the operator new.

How to do it...

In the following code, we declare a simple Object class, then construct an instance of it using the operator new:

class Object
{
  Object()
  {
    puts( "Object constructed" );
  }
  ~Object()
  {
    puts( "Object destructed" );
  }
};
Object* object...