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Unreal Engine 5 Game Development with C++ Scripting

You're reading from   Unreal Engine 5 Game Development with C++ Scripting Become a professional game developer and create fully functional, high-quality games

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Product type Paperback
Published in Aug 2023
Publisher Packt
ISBN-13 9781804613931
Length 384 pages
Edition 1st Edition
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Author (1):
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ZHENYU GEORGE LI ZHENYU GEORGE LI
Author Profile Icon ZHENYU GEORGE LI
ZHENYU GEORGE LI
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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 FREE CHAPTER 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

Destroying actors

Game actors may need to be destroyed when they are killed or no longer needed in a game map. The Pangaea player character, for example, is killed when HealthPoints reaches 0; once it reaches 0, then we want to remove the player character from the map and kick the player from the game.

To complete this task, we will do three things in the DieProcess() function:

  • Stop the character from ticking. Setting the PrimaryActorTick.bCanEverTick variable as false does this.
  • Call the K2_DestroyActor() function to destroy the character. This Unreal actor API destroys the actor and marks the occupied memory for garbage collection, resulting in the release of memory
  • Call the engine’s ForceGarbageCollection function to force the engine to perform garbage collection.

To implement this, we can insert the following three lines of code within the curly braces of the DieProcess function:

void APlayerAvatar::DieProcess(){
	PrimaryActorTick.bCanEverTick...
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