June Rhodes

Shared pointers and memory lifetime 🟠

Fairy Bread Funderdome: 1:50pm - 2:20pm AEDT

We've had one session on pointers yes, but what about a second session on pointers? ;)

In Unreal Engine C++, we don't actually use raw pointers all that often. Instead, we use the shared pointer templates such as TSharedPtr so that the classes and structs we allocate are automatically reference counted.

This session covers everything you need to know about shared pointers in Unreal Engine C++, including how to allocate things with MakeShared, weak pointers with TWeakPtr and using TSharedFromThis.

June Rhodes

June Rhodes

She/Her

June is the owner of Redpoint Games, where she develops multiplayer and online-focused plugins for the Unreal Engine Marketplace. June has over a decade of programming experience, and has been writing low level C++ code for Unreal Engine for the last few years.

A series of ten 30-minute workshops throughout the day, this course will give you the skills to write Unreal Engine C++ code. We'll be covering everything from memory management through to exposing custom functionality in blueprints, and you can ask questions and engage with the speaker to learn more deeply about the topics you are interested in.

Attendance guide

Sessions are separated into 3 categories:

  • 🔴 Foundational C++
  • 🟠 Low Level Unreal C++ and
  • 🟢 High Level Unreal C++

If you're not already experienced in C++, you should attend all of the 🔴 Foundational C++ sessions, as these are critical to understanding the content covered later on in the workshop.

🟠 Low Level Unreal C++ is highly recommended, but technically optional if you only intend to write gameplay code and you do't plan on interfacing with third-party libraries or other low level systems.

🟢 High Level Unreal C++ is highly recommended for everyone: either people who have attended the foundational C++ sessions or are already experienced in C++, with a focus on those who intend to write gameplay code or blueprint libraries that are accessible to designers and other team members.

While we've got content generally planned for each of the sessions below (see the session descriptions), this workshop will largely be driven by audience questions in Discord throughout the day. If you've got a burning question on how a particular part of Unreal Engine works, this workshop is your opportunity to ask it.

Due to the above and although we're going to try to stick to this schedule, session times may vary slightly, especially if we finish covering a topic sooner than expected. Any changes to the schedule will be announced in Discord.

Software for following along - ('Everything to do with text' / 1:30pm onward)

  • Visual Studio 2022 with Desktop C++ workloads
  • Unreal Engine 5

Workshop Schedule (AEDT / UTC+11)

Grab your ticket to join us on Discord and watch live.