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Unreal Engine 5 Game Development with C++ Scripting

You're reading from  Unreal Engine 5 Game Development with C++ Scripting

Product type Book
Published in Aug 2023
Publisher Packt
ISBN-13 9781804613931
Pages 384 pages
Edition 1st Edition
Languages
Author (1):
ZHENYU GEORGE LI ZHENYU GEORGE LI
Profile icon ZHENYU GEORGE LI
Toc

Table of Contents (18) Chapters close

Preface 1. Part 1 – Getting Started with Unreal C++ Scripting
2. Chapter 1: Creating Your First Unreal C++ Game 3. Chapter 2: Editing C++ Code in Visual Studio 4. Chapter 3: Learning C++ and Object-Oriented Programming 5. Chapter 4: Investigating the Shooter Game’s Generated Project and C++ Code 6. Part 2 – C++ Scripting for Unreal Engine
7. Chapter 5: Learning How to Use UE Gameplay Framework Base Classes 8. Chapter 6: Creating Game Actors 9. Chapter 7: Controlling Characters 10. Chapter 8: Handling Collisions 11. Chapter 9: Improving C++ Code Quality 12. Part 3: Making a Complete Multiplayer Game
13. Chapter 10: Making Pangaea a Network Multiplayer Game 14. Chapter 11: Controlling the Game Flow 15. Chapter 12: Polishing and Packaging the Game 16. Index 17. Other Books You May Enjoy

Creating references and pointers

When writing C++ code, a variable may not be accessed in only one place. Copying variable values into multiple places brings the risk of inconsistent variable values, as well as lower performance and more memory usage.

Look at the following addition example:

float Add(float a, float b){
  return a + b;
}
Void main()
{
  int x = 1, y = 2;
  cout << Add(x, y);
}

You can see that the function’s parameters actually copy the x and y values into the two a and b variables, which means that a and b have their own storage, and any value changes on a and b within the Add function won’t affect the values of x and y.

Using references and pointers in C++ can not only help to use less memory and improve performance but also provide the flexibility to modify the original variable values.

References

A reference variable is a reference to an existing variable, and it is defined with the & operator...

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