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

Finding bugs and using call stacks


When you have a bug in your code, Visual Studio halts and allows you to inspect the code. The place at which Visual Studio halts won't always be the exact location of the bug, but it can be close. It will at least be at a line of code that doesn't execute properly.

Getting ready

In this recipe, we'll describe Call Stack, and how to trace where you think an error may come from. Try adding a bug to your code, or add a breakpoint somewhere interesting that you'd like to pause for inspection.

How to do it...

  1. Run the code to a point where a bug occurs by pressing F5, or selecting the Debug | Start Debugging menu option. For example, add these lines of code:

    UObject *o = 0; // Initialize to an illegal null pointer
    o->GetName(); // Try and get the name of the object (has bug)
  2. The code will pause at the second line (o->GetName()).

  3. When the code pauses, navigate to the Call Stack window (Debug | Windows | Call Stack).

How it works…

The Call Stack is a list of function...