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

Managed memory – using NewObject< > and ConstructObject< >


Managed memory refers to memory that is allocated and deallocated by some programmed subsystem above the new, delete, malloc, and free calls in C++. These subsystems are commonly created so that the programmer does not forget to release memory after allocating it. Unreleased, occupied, but unused memory chunks are called memory leaks. For example:

for( int i = 0; i < 100; i++ )
int** leak = new int[500]; // generates memory leaks galore!

In the preceding example, the memory allocated is not referenceable by any variable! So you can neither use the allocated memory after the for loop, nor can you free it. If your program allocates all available system memory, then what will happen is that your system will run out of memory entirely, and your OS will flag your program and close it for using up too much memory.

Memory management prevents forgetting to release memory. In memory-managed programs, it is commonly remembered...