Search icon
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
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

Table of Contents (18) Chapters

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

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...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at AU $19.99/month. Cancel anytime}