UObjects & garbage collection 🟢
Gameplay code in Unreal Engine, such as actors and components, uses the garbage-collected UObject system. Rather than reference counting references (and dealing with the cyclic dependency issues that can stem from it), the UObject system automatically garbage collects things once they're no longer used.
If you're doing anything with gameplay code, whether that's creating an actor, writing a blueprint library, or even referencing a UObject from lower level code, you'll be interacting with the UObject system.
This session will cover how to define a UObject-based class, the preprocessor macros (such as GENERATED_BODY, UPROPERTY and UFUNCTION) that you need to add, and how the preprocessor magic flows through to the engine so that garbage collection works at runtime.
June Rhodes
She/Her
@hq@mastodon.socialJune 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.