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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
Languages
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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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Toc

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

Destroying an Actor using Destroy and a Timer

This recipe will reuse the GameMode from the previous recipe, Instantiating an Actor using SpawnActor, so you should complete that recipe first.

How to do it...

  1. Make the following changes to the GameMode declaration:
UCLASS()
class CHAPTER_04_API AUECookbookGameModeBase : public AGameModeBase
{
GENERATED_BODY()

public:
virtual void BeginPlay() override;

UPROPERTY()
AMyFirstActor* SpawnedActor;

UFUNCTION()
void DestroyActorFunction();
};
  1. Add #include "MyFirstActor.h" to the implementation file's include statements. Remember, we need to place it above the .generated file:
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/GameModeBase...
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