Book Image

Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition

By : John P. Doran, William Sherif, Stephen Whittle
Book Image

Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition

By: John P. Doran, William Sherif, Stephen Whittle

Overview of this book

Unreal Engine 4 (UE4) is a popular and award-winning game engine that powers some of the most popular games. A truly powerful tool for game development, there has never been a better time to use it for both commercial and independent projects. With more than 100 recipes, this book shows how to unleash the power of C++ while developing games with Unreal Engine. This book takes you on a journey to jumpstart your C++ and UE4 development skills. You will start off by setting up UE4 for C++ development and learn how to work with Visual Studio, a popular code editor. You will learn how to create C++ classes and structs the Unreal way. This will be followed by exploring memory management, smart pointers, and debugging your code. You will then learn how to make your own Actors and Components through code and how to handle input and collision events. You will also get exposure to many elements of game development including creating user interfaces, artificial intelligence, and writing code with networked play in mind. You will also learn how to add on to the Unreal Editor itself. With a range of task-oriented recipes, this book provides actionable information about writing code for games with UE4 using C++. By the end of the book, you will be empowered to become a top-notch developer with UE4 using C++ as your scripting language!
Table of Contents (16 chapters)

Instantiating UObject-derived classes (ConstructObject< > and NewObject< >)

Creating class instances in C++ is traditionally done using the keyword new. However, UE4 actually creates instances of its classes internally and requires you to call special factory functions to produce copies of any UCLASS that you want to instantiate. You produce instances of the UE4 blueprints classes, not the C++ class alone. When you create UObject-derived classes, you will need to instantiate them using special UE4 Engine functions.

The factory method allows UE4 to exercise some memory management on the object, controlling what happens to the object when it is deleted. This method allows UE4 to track all references to an object so that on object destruction, all references to the object can be easily unlinked. This ensures that no dangling pointers with references to invalidated memory...