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Unreal Engine 4.x Scripting with C++ Cookbook

You're reading from   Unreal Engine 4.x Scripting with C++ Cookbook Develop quality game components and solve scripting problems with the power of C++ and UE4

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Product type Paperback
Published in Mar 2019
Publisher
ISBN-13 9781789809503
Length 708 pages
Edition 2nd Edition
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Authors (3):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Stephen Whittle Stephen Whittle
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Stephen Whittle
William Sherif William Sherif
Author Profile Icon William Sherif
William Sherif
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Table of Contents (16) Chapters Close

Preface 1. UE4 Development Tools FREE CHAPTER 2. Creating Classes 3. Memory Management, Smart Pointers, and Debugging 4. Actors and Components 5. Handling Events and Delegates 6. Input and Collision 7. Communication Between Classes and Interfaces: Part I 8. Communication Between Classes and Interfaces: Part II 9. Integrating C++ and the Unreal Editor: Part I 10. Integrating C++ and the Unreal Editor: Part II 11. Working with UE4 APIs 12. Multiplayer Networking in UE4 13. AI for Controlling NPCs 14. User Interfaces - UI and UMG 15. Other Books You May Enjoy

Introduction

Memory management is always one of the most important things to get right in your computer program to ensure stability and good, bug-free operation of your code. A dangling pointer (pointer referring to something that has been removed from memory) is an example of a bug that is hard to track if it occurs.

In any computer program, memory management is extremely important. UE4's UObject reference-counting system is the default way that memory is managed for actors and classes derived from the UObject class. This is the default way that your memory will be managed within your UE4 program.

If you write custom C++ classes of your own, which do not derive from UObject, you may find the TSharedPtr / TWeakPtr reference-counted classes useful to use. These classes provide reference counting and automatic deletion for objects when they have no more references.

This chapter...

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