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

Unregistering a delegate


Sometimes, it is necessary to remove a delegate binding. This is like setting a function pointer to nullptr so that it no longer references an object that has been deleted.

Getting ready

You'll need to follow the previous recipe in order for you to have a delegate to unregister.

How to do it...

  1. In DelegateListener, add the following overridden function declaration:

    UFUNCTION()
    virtual void EndPlay(constEEndPlayReason::Type EndPlayReason) override;
  2. Implement the function like this:

    void ADelegateListener::EndPlay(constEEndPlayReason::Type EndPlayReason)
    {
      Super::EndPlay(EndPlayReason);
      UWorld* TheWorld = GetWorld();
      if (TheWorld != nullptr)
      {
        AGameMode* GameMode = UGameplayStatics::GetGameMode(TheWorld);
        AUE4CookbookGameMode * MyGameMode = Cast<AUE4CookbookGameMode>(GameMode);
        if (MyGameMode != nullptr)
        {
          MyGameMode->MyStandardDelegate.Unbind();
        }
      }
    }

How it works...

  1. This recipe combines both of the previous recipes in this chapter...