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 – deallocating memory


UObjects are reference-counted and garbage-collected when there are no more references to the UObject instance. Memory allocated on a UObject class derivative using ConstructObject<> or NewObject< > can also be deallocated manually (before the reference count drops to 0) by calling the UObject::ConditionalBeginDestroy() member function.

Getting ready

You'd only do this if you were sure you no longer wanted UObject or the UObject class derivative instance in memory. Use the ConditionalBeginDestroy() function to release memory.

How to do it...

The following code demonstrates the deallocation of a UObject class:

UObject *o = NewObject< UObject >( ... );
o->ConditionalBeginDestroy();

How it works…

The command ConditionalBeginDestroy() begins the deallocation process, calling the BeginDestroy() and FinishDestroy() overrideable functions.

There's more…

Be careful not to call UObject::ConditionalBeginDestroy() on any object still being referenced...